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:: Beach [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> You are on the beach. <<if $daystate is "day">> <<if $weather is "clear">> It is awash with visitors, children build sandcastles and play in the water while their parents bask in the sun. A group of teenagers are playing volleyball. <<elseif $weather is "overcast">> The clouds have driven away most would-be visitors, but there are still people strolling along the water's edge. <<elseif $weather is "rain">> The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers. <</if>> <<elseif $daystate is "dawn">> <<if $weather is "clear">> It is a popular destination for joggers, some have dogs with them. A few families are setting up windbreakers. A group of teenagers are playing volleyball. <<elseif $weather is "overcast">> It is a popular destination for joggers, some have dogs with them. Fog blocks your view of the ocean. <<elseif $weather is "rain">> The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers. <</if>> <<elseif $daystate is "dusk">> <<if $weather is "clear">> Families are leaving as the sun sets. A group of teenagers are playing volleyball. <<elseif $weather is "overcast">> It is mostly deserted, but some people are strolling along the water's edge. <<elseif $weather is "rain">> The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers. <</if>> <<elseif $daystate is "night">> <<if $weather is "clear">> It appears deserted, save for a group of teenagers who are drinking around a fire. <<elseif $weather is "overcast">> It appears deserted. <<elseif $weather is "rain">> It appears deserted. <</if>> <</if>> You could go for a swim, but make sure to dress appropriately. <br><br> <<if $exposed gte 1>> <<exhibitionismbeach>> <</if>> <<if $arousal gte 10000>> <<orgasmbeach>> <</if>> <<if $stress gte 10000>><<passoutbeach>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsbeach>> <<else>> <<if $exposed lte 0>> <<if $scienceproject is "ongoing" and $sciencephallusknown is 1 and $sciencephallus lt 10 and $daystate isnot "night" and $weather isnot "rain" and $exposed lte 0>> <<click [[Find participant for phallus project (0:15)|Beach Phallus]]>><<pass15>><</click>><br> <</if>> <<click [[Go for a swim (0:02)|Sea Beach]]>><<pass2>><</click>><br> <</if>> <<click [[Changing Room|Changing Room]]>><</click>><br> <<if $exposed lte 0>> <<if $robinintro is 1 and $robinmissing isnot 1 and $robintrauma lt 80>> <<if $weekday is 7 and $hour gte 9 and $hour lte 16 or $weekday is 1 and $hour gte 9 and $hour lte 16>> <<click [[Robin's Lemonade Stand|Robin's Lemonade]]>><</click>><br> <</if>> <</if>> <<click [[Go for a run (0:30)|Beach Run]]>><</click>><<gtiredness>><<lstress>><br><</if>> <<if $weather is "clear" and $daystate is "night" and $exposed lte 0>><<click [[Party|Beach Party]]>><</click>><br><</if>> <<if $weather is "clear" and $daystate isnot "night" and $exposed lte 0>> <<click [[Volleyball|Beach Volleyball]]>><</click>><br> <<if $exhibitionism gte 75 and $beachstrip isnot 1>> <<click [[Strip (0:20)|Beach Strip]]>><<pass20>><</click>><<exhibitionist5>><br> <</if>> <</if>> <br> Travel<br> <<if $exposed lte 0>><<cliff>><br><</if>> <<if $exposed lte 0>><<starfish>><br><</if>> <br> <</if>> <</if>> <<set $eventskip to 0>> :: Widgets Beach [widget] <<widget "beachday1">><<nobr>> <<generatey1>>You hear someone behind you. You turn just in time to see a <<person1>><<person>> rushing into you. <<He>> tackles you to the sand and tries to remove your clothes!<br><br> <<click [[Next|Beach Day Molestation]]>><<set $molestationstart to 1>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> <<widget "beachday2">><<nobr>> You feel something yanking at your $lowerclothes. Looking over your shoulder, you see a small dog with your clothes between it's teeth.<<set $lowerintegrity to $lowerintegrity - 20>> <<if $lowerintegrity lte 0>> You try to wrestle your clothes free from its maw, but your $lowerclothes <<lowerplural>> torn from your body! <<if $undertype is "naked">> The dog scampers away, leaving you humiliated with your <<genitals>> on display.<<gtrauma>><<trauma 1>><<stress 1>><<gstress>> <<else>> The dog scampers away, leaving you humiliated with your $underclothes on display.<<stress 1>><<gstress>> <</if>> <<lowerruined>><<set $trauma to $trauma + 10>> <<else>> You manage to wrestle your clothes free from its maw, though the ordeal has left them a little worse for wear. <</if>> <br><br> <<click [[Next|Beach]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> <<widget "beachday3">><<nobr>> <<generate1>>You see a <<person1>><<person>> watching you. <<He>> seems to be here with <<his>> kids who are playing in the sand some way away. <<He>> looks away as you make eye contact.<br><br> <<click [[Look away|Beach]]>><<set $eventskip to 1>><<endevent>><</click>><br> <<click [[Approach|Beach Day Encounter]]>><</click>><br> <</nobr>><</widget>> <<widget "beachday4">><<nobr>> A gust of wind blows in from the ocean, pleasantly caressing your skin. <<lstress>><<lstress10>><br><br> <<if $skirt is 1>> It flares up your skirt, laying bare your <<if $undertype isnot "naked">> $underclothes for anyone to see.<<garousal>><<garousal10>> <<else>> <<genitals>>for anyone to see.<<garousal>><<gtrauma>><<garousal10>><<gtrauma10>> <</if>> <br><br> You hasten to cover yourself, blushing.<br><br> <</if>> <<click [[Next|Beach]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> <<widget "beachnight1">><<nobr>> A wild-looking dog emerges from the darkness, teeth bared and eyes alight with hunger.<br><br> <<if $bestialitydisable is "f">> <<click [[Next|Beach Night Dog]]>><<set $eventskip to 1>><<set $molestationstart to 1>><</click>> <<else>> You manage to escape, but not unscathed.<<beastescape>><br><br> <<click [[Next|Beach]]>><<set $eventskip to 1>><</click>> <</if>> <</nobr>><</widget>> <<widget "beachnight2">><<nobr>> <<generate1>>It's so dark, you don't see the <<person1>><<person>> lying on the sand until <<he>> grasps you by the ankle and pulls you to the ground.<br><br> <<click [[Next|Beach Night Molestation]]>><<set $molestationstart to 1>><</click>> <</nobr>><</widget>> <<widget "beachex1">><<nobr>> <<generatey1>>A <<person1>><<person>> spots you in your fragile state and calls out, <<lewdcatcall>> Other heads turn in response and you quickly find yourself the centre of attention. <<if $panicattacks gte 1>> You are overcome by anxiety. Robbed of higher thought, you can do nothing flee away from the crowds, chased by jeering laughter.<<fameexhibitionism50>><<gstress>><<gtrauma>><<gstress60>><<gtrauma60>><br><br> When your fear subsides you find yourself slumped against the inside wall of a changing room.<br><br> <<click [[Changing Room|Changing Room]]>><<endevent>><</click>> <<else>> <<gstress>><<gtrauma>><<gstress60>><<gtrauma60>><br><br> <<click [[Keep walking|Beach Exhibition]]>><</click>><br> <<click [[Ask for help|Beach Exhibition]]>><<set $phase to 1>><</click>> <</if>> <</nobr>><</widget>> <<widget "beachex2">><<nobr>> <<generatey1>>A <<person1>><<person>> spots you in your fragile state and calls out to <<his>> friends. You quickly find yourself surrounded. The <<person>> speaks, "You know this isn't a nudist beach right? Infact, I think I should report you." You tense as <<he>> visibly inhales as if to shout, anticipating even more attention drawn to your predicament. Instead however, <<he>> and <<his>> friends burst into derisive laughter. "Or, you know, I could help you out, give you something to cover up with. Of course, I'll want something in return. Get on your knees."<<fameexhibitionism20>><br><br> <<if $promiscuity gte 35>> <<click [[Comply|Beach Exhibit Molestation]]>><<set $phase to 1>><<set $sexstart to 1>><</click>><br> <</if>> <<click [[Refuse|Beach Exhibit Molestation]]>><<set $phase to 0>><<set $molestationstart to 1>><</click>><br> <</nobr>><</widget>> :: Beach Party [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> You approach the teenagers. Several are dancing near a fire on a makeshift stage while others are drinking and chattering.<br><br> <<click [[Socialise (0:10)|Beach Party Chat]]>><<pass10>><<lstress10>><<gcool1>><<set $phase to 0>><</click>><<gcool>><<lstress>><br> <<click [[Dance (0:05)|Beach Party Dance]]>><<set $dancing to 1>><<set $venuemod to 1>><<lstress20>><<gtiredness20>><</click>><<lstress>><<gtiredness>><br> <br> <<click [[Leave|Beach]]>><</click>> :: Beach Volleyball [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<generatey1>><<generatey2>><<generatey3>><<generatey4>><<generatey5>> You approach a group playing volleyball. A <<person1>><<person>> sits on the sand and watches four of <<his>> friends play.<br><br> <<click [[Join In (0:30)|Beach Volleyball Play]]>><<pass30>><<lstress30>><<gtiredness30>><<gcool1>><</click>><<gcool>><<lstress>><<gtiredness>><br> <<click [[Leave|Beach]]>><<endevent>><</click>> :: Beach Volleyball Play [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> The teenagers are happy to have a sixth player, particularly the <<person1>><<personstop>><br><br> <<physique3>> <<set $eventcheck to random(1, 10000)>> <<if $eventcheck gte (9900 - ($allure))>> <<if $rng gte 51>><<molested>> You are so focused on the opposing team you do not notice one of your own sneak up on you. A pair of hands grasp the rim of your $lowerclothes. <<if $skirt is 0 and $lowerset isnot $upperset>> Before you can react, the <<person1>><<person>> has pulled them all the way to your knees, <<elseif $skirt is 0 and $lowerset is $upperset>> Before you can react, the <<person1>><<person>> has pulled it aside, <<else>> Before you can react, the <<person1>><<person>> has lifted it, <</if>> <<if $underclothes is "naked">> exposing your <<genitals>> for all to see. Laughter and lewd gestures erupt from both teams as your face turns red and you hasten to protect your dignity.<<garousal>><<gstress>><<gtrauma>><<garousal30>><<gstress30>><<set $trauma to $trauma + 3>> <<else>> exposing your $underclothes. Laughter erupts from both teams and you hasten to protect your dignity.<<lcool>><<lcool10>><<garousal>><<gstress>><<gtrauma>><<garousal10>><<gstress10>><<set $trauma to $trauma + 1>> <</if>> <br><br> <<else>> Part-way through the match the ball collides with your chest, sending you sprawling. <<set $upperintegrity to $upperintegrity - 1>>It's embarrassing, but you soon dust yourself off.<br><br> <</if>> <<else>> You have a good time.<br><br> <</if>> <<if $daystate is "night">> With the sun fully set, continuing to play would be difficult. The <<person1>><<person>> tells you they are going to a beach party and invites you to come along. <br><br> <<click [[Accept (0:10)|Beach Party Chat]]>><<pass10>><<endevent>><<lstress>><<gcool1>><</click>><<gcool>><<lstress>><br> <<click [[Make excuses and say your goodbyes|Beach]]>><<endevent>><</click>><br> <br> <<else>> <<click [[Play more (0:30)|Beach Volleyball Play]]>><<pass30>><<lstress30>><<gtiredness30>><<gcool1>><</click>><<gcool>><<lstress>><<gtiredness>><br> <<click [[Stop|Beach]]>><<endevent>><</click>><br> <br> <</if>> :: Beach Party Chat [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<if $phase is 0>> You join the conversation. <<if $allure gte 3000>> You quickly become the centre of attention. <<elseif $allure gte 2000>> You draw eyes your way with ease. <<elseif $allure gte 1000>> People acknowledge you when you speak, but otherwise leave you alone. <<else>> Dour as you are, people constantly talk over you, as if unaware of your presence. <</if>> <<if $daystate isnot "night">> The sun rises on the horizon and the remaining teenagers head home.<br><br> <<click [[Next|Beach]]>><<endevent>><</click>><br> <<else>> <br><br> <<set $eventcheck to random(1, 10000)>> <<if $eventcheck gte (9900 - ($allure))>> <<generatey1>><<person1>>A <<person>> sits next to you and offers you a beverage.<br><br> <<click [[Drink (0:10)|Beach Party Chat]]>><<pass10>><<lstress10>><<set $drunk += 60>><<set $phase to 1>><<gcool1>><</click>><<gcool>><<lstress>><br> <<click [[Just talk (0:10)|Beach Party Chat]]>><<pass10>><<lstress10>><<set $phase to 1>><<gcool1>><</click>><<gcool>><<lstress>><br> <<click [[Leave|Beach]]>><<endevent>><</click>><br> <br> <<else>> <<click [[Continue (0:10)|Beach Party Chat]]>><<pass10>><<lstress10>><<gcool1>><</click>><<gcool>><<lstress>><br> <<click [[Leave|Beach]]>><<endevent>><</click>><br> <br> <</if>> <</if>> <<elseif $phase is 1>> <<if $rng gte 21>> You enjoy talking with the <<personstop>> <<He>> <<admires>> your body when <<he>> thinks you aren't looking.<br><br> <<click [[Drink (0:10)|Beach Party Chat]]>><<pass10>><<lstress10>><<set $drunk += 60>><<set $phase to 1>><<gcool1>><</click>><<gcool>><<lstress>><br> <<click [[Just talk (0:10)|Beach Party Chat]]>><<pass10>><<lstress10>><<set $phase to 1>><<gcool1>><</click>><<gcool>><<lstress>><br> <<click [[Leave|Beach]]>><<endevent>><</click>><br> <br> <<else>> You enjoy talking with the <<personstop>> <<He>> leans close and whispers, "Would you like to go somewhere private?"<br><br> <<click [[Yes|Beach Party Sex]]>><<set $phase to 0>><<set $sexstart to 1>><</click>><<promiscuous1>><br> <<click [[No|Beach Party Chat]]>><<set $phase to 2>><<gcool1>><</click>><<gcool>><br> <br> <</if>> <<elseif $phase is 2>> <<if $rng gte 11>><<set $phase to 0>> <<He>> is disappointed, but politely says goodbye before leaving to look elsewhere.<br><br> <<click [[Continue (0:10)|Beach Party Chat]]>><<pass10>><<lstress10>><<gcool1>><<endevent>><</click>><<gcool>><<lstress>><br> <<click [[Leave|Beach]]>><<endevent>><</click>><br> <br> <<else>> <<He>> seizes you by the throat, "Well, that isn't very polite of you. I think you need a lesson." <<He>> stands you up and starts forcing you away from the rest of the group.<br><br> <<click [[Continue|Beach Party Rape]]>><<set $molestationstart to 1>><<set $timer to 10>><</click>><br> <br> <</if>> <</if>> :: Beach Party Dance [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<danceeffects>> <<danceaudience>> <<danceactions>> <<if $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.<br><br> <<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.<br><br> <</if>> <<if $danceevent is "rape">> <<click [[Next|Beach Party Dance Rape]]>><<set $molestationstart to 1>><</click>> <<elseif $danceevent is "finish">> <<click [[Next|Beach Party]]>><<clotheson>><<endevent>><</click>> <<elseif $danceevent is 0>> <<if $exposed gte 2 and $exhibitionism lte 74>> <<click [[Flee|Changing Room]]>><<clotheson>><<endevent>><</click>> <<elseif $exposed gte 1 and $exhibitionism lte 34>> <<click [[Flee|Changing Room]]>><<clotheson>><<endevent>><</click>> <<else>> <<click [[Stop|Beach Party]]>><<clotheson>><<endevent>><</click>> <</if>> <</if>> :: Beach Party Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<promiscuity1>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 100>> <<He>> quietly takes your hand and leads you away from the group. You walk into the dunes until you're out of earshot, then <<he>> turns and embraces you.<br><br> <<endif>> <<effects>><<set $outside to 1>><<set $location to "beach">> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next->Beach Party Sex Finish]]>><</click>></span><<nexttext>> <<else>> <<if $alarm is 1>> <<if $rescue is 1>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Party Sex Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Party Sex Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Party Sex]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Party Sex Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Party Sex Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Party Sex]]>><</click>></span><<nexttext>> <<endif>> <</if>> :: Beach Party Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $rescue to 1>> <<set $lefthand to "mouth">> <<set $mouthuse to "lefthand">> <<set $righthand to "arms">> <<set $leftarm to "grappled">> <<set $rightarm to "grappled">> <<endif>> <<effects>> <<if $timer is 0 and $rescue is 1>> <<set $rescue to 0>> You walk behind a dune. You're too far for anyone to help you. <<elseif $timer gte 1>> You are pulled further from the group, but they're still in sight. <<else>> <</if>><br><br> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->Beach Party Rape Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>The drugs inhibit you, you couldn't cry very loudly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Party Rape Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Party Rape Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Party Rape]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Party Rape Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Party Rape Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Party Rape]]>><</click>></span><<nexttext>> <<endif>> :: Beach Party Rape Alarm [nobr] <<effects>><<set $rescued to $rescued + 1>> <<He>> notices several heads turning in response to your cry. <<He>> looks at you with anger and shouts, "Crazy Slut!" before heading back to <<his>> friends. <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> [[Next|Beach]] :: Beach Party Rape Ejaculation [nobr] <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> pushes you onto the sand.<<violence1>><br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> heads back to his friends.<br><br> <<else>> Smiling, <<he>> leans closer, "Good <<girlstop>>" <<He>> leaves you lying on the sand.<br> <br> <</if>> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> [[Next|Beach]] :: Beach Party Rape Escape [nobr] <<effects>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<endcombat>> [[Next|Beach]] :: Beach Party Sex Ejaculation [nobr] <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> drops you on the sand.<<violence3>><br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> leaves.<br><br> <<else>> Smiling, <<he>> kisses you on the cheek. <<He>> gets up and leaves you lying on the sand.<br><br> <</if>> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> [[Next|Beach]] :: Beach Party Sex Escape [nobr] <<effects>> <<if $daystate isnot "night">> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <<else>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <</if>> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<endcombat>> [[Next|Beach]] :: Beach Party Sex Finish [nobr] The <<person>> leaves you. <<He>> looks dejected. <<clotheson>> <<endcombat>> [[Next|Beach]] :: Beach Party Dance Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<if $daystate isnot "night">> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Party Dance Rape Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Party Dance Rape Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Party Dance Rape]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Party Dance Rape Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Party Dance Rape Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Party Dance Rape]]>><</click>></span><<nexttext>> <<endif>> :: Beach Party Dance Rape Ejaculation [nobr] <<ejaculation>> <<if $audience is 1>> A cheer erupts from the crowd as the <<person1>><<person>> climaxes. <<tearful>> you manage to stagger away before anyone else gets ideas. <<elseif $audience lte 6>> The <<person1>><<person>> and <<person2>><<person>> highfive each other. <<tearful>> you manage to stagger away while the audience congratulates each other. <<else>> A cheer erupts from the crowd, seems they enjoyed the show. <<tearful>> you manage to stagger away before anyone else gets any ideas. <</if>> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<endcombat>> [[Next|Beach]] :: Beach Party Dance Rape Escape [nobr] <<effects>> <<if $daystate isnot "night">> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <<else>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <</if>> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<endcombat>> [[Next|Beach]] :: Beach Run [nobr] <<pass30>><<set $outside to 1>><<set $location to "beach">><<effects>> You run along the shore. <<if $daystate is "night">> <<if $weather is "rain">> The sound of the waves crashing competes with the torrential rain. <<elseif $weather is "clear">> The cold night breeze invigorates you. <<elseif $weather is "overcast">> The cool night breeze feels pleasant against your skin. <</if>> <<else>> <<if $weather is "rain">> Shards of rain assault you as you jog across the wet sand. <<elseif $weather is "clear">> The sun's intensity wears you down, tiring you out.<<gtiredness30>><<gtiredness>> <<elseif $weather is "overcast">> The cool weather makes for a pleasant jog. <</if>> <</if>> <<physique3>><<gtiredness30>><<lstress30>><br><br> <<click [[Next|Beach]]>><</click>> :: Beach Day Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcstrip>> <<if $daystate isnot "night">> <<set $rescue to 1>> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next|Beach Day Molestation Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Day Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Day Molestation Escape]]>><</click>></span><<nexttext>> <<elseif $uppertype is "naked" and $lowertype is "naked">> <span id="next"><<click [[Next|Beach Day Molestation Stripped]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Day Molestation]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Day Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Day Molestation Escape]]>><</click>></span><<nexttext>> <<elseif $uppertype is "naked" and $lowertype is "naked">> <span id="next"><<click [[Next|Beach Day Molestation Stripped]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Day Molestation]]>><</click>></span><<nexttext>> <<endif>> :: Beach Day Molestation Ejaculation [nobr] <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> "Stupid slut." <<He>> dumps you on the sand.<br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> leaves.<br><br> <<else>> Smiling, <<he>> kisses you on the cheek before taking <<his>> leave.<br><br> <</if>> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Beach]]>><<set $eventskip to 1>><</click>> :: Beach Day Molestation Escape [nobr] <<effects>> <<if $daystate isnot "night">> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape. <br><br> <<else>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <</if>> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Beach]]>><<set $eventskip to 1>><</click>> :: Beach Day Molestation Stripped [nobr] With your clothes bundled in <<his>> arms, the <<person>> gives you a mocking look before dashing away, leaving you lying bare on the sand. <<tearful>> you rise to your feet, keeping low to conceal your nudity.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Beach]]>><<set $eventskip to 1>><</click>> :: Beach Day Encounter [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<if $phase is 0>> You walk over to the <<person>> who pretends not to notice you until you stop in front of <<himstop>> <<He>> looks at you but doesn't speak.<br><br> <<click [[Friendly chat (0:10)|Beach Day Encounter]]>><<set $phase to 1>><<pass10>><<lstress10>><<ltrauma10>><</click>><<lstress>><<ltrauma>><br> <<click [[Flirt (0:05)|Beach Day Encounter]]>><<pass5>><<set $phase to 2>><</click>><<promiscuous1>><br> <<click [[Leave|Beach]]>><<endevent>><<set $eventskip to 1>><</click>> <<elseif $phase is 1>> You try to bring <<him>> out of <<his>> shell by talking about innocuous things. <<He>> responds politely but you do most of the talking. You catch <<him>> eyeing you up when <<he>> thinks you're not looking.<br><br> <<click [[Say Goodbye|Beach]]>><<endevent>><<set $eventskip to 1>><</click>><br> <<click [[Flirt (0:05)|Beach Day Encounter]]>><<pass5>><<set $phase to 2>><</click>><<promiscuous1>><br> <<elseif $phase is 2>> You sit on the towel beside <<him>> and lean close. You tell <<him>> <<he>> is a terrific parent but that <<he>> must be in need of stress relief every now and then. <<if $penis is "clothed">> <<He>> shifts <<his>> legs as if to conceal something. <<else>> <<He>> blushes with increasing intensity as you continue. <</if>> <<promiscuity1>> <br><br> <<click [[Stop|Beach Day Encounter]]>><<set $phase to 3>><</click>><br> <<if $promiscuity gte 15>> <<click [[Seduce|Beach Day Encounter]]>><<set $phase to 4>><</click>><<seductiondifficulty>><<promiscuous2>> <</if>> <<elseif $phase is 3>> Satisfied with the effect you stand and take your leave.<br><br> <<click [[Next|Beach]]>><<endevent>><<set $eventskip to 1>><</click>> <<elseif $phase is 4>><<seductionskilluse>><<promiscuity2>> <<if 1000 - ($rng * 10) - $seductionskill - ($attractiveness / 10) lte -100>> Gazing into <<his>> eyes, you press your body against <<his>> and make it absolutely clear what your intentions are. <<He>> glances at <<his>> kids. Satisfied that they're distracted, <<he>> turns and embraces you, <<his>> heart beating furiously.<br><br> <<click [[Next|Beach Day Encounter Sex]]>><<set $sexstart to 1>><</click>> <<else>> Gazing into <<his>> eyes, you press your body against <<his>> and make it absolutely clear what your intentions are. Stammering excuses, <<he>> recoils from your advance and leaves to check on <<his>> children.<br><br> <<click [[Nevermind|Beach]]>><<endevent>><<set $eventskip to 1>><</click>> <</if>> <</if>> :: Beach Day Encounter Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 100>> <<endif>> <<effects>><<set $outside to 1>><<set $location to "beach">> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click[[Next->Beach Day Encounter Sex Finish]]>><</click>></span><<nexttext>> <<else>> <<if $alarm is 1>> <<if $rescue is 1>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Day Encounter Sex Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Day Encounter Sex Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Day Encounter Sex]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Day Encounter Sex Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Day Encounter Sex Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Day Encounter Sex]]>><</click>></span><<nexttext>> <<endif>> <</if>> :: Beach Day Encounter Sex Finish [nobr] <<effects>> While you're stopping sooner than <<he>> would like, <<he>> looks relieved as <<he>> returns <<his>> attention back to <<his>> kids. They don't seem to have noticed anything.<br><br> <<clotheson>> <<endcombat>> [[Next|Beach]] :: Beach Day Encounter Sex Ejaculation [nobr] <<ejaculation>> Looking like <<he>> just awoke from a dream, <<he>> looks at <<his>> kids while motioning for you to leave. <<tearful>> you wink and turn away.<br><br> <<clotheson>> <<endcombat>> [[Next|Beach]] :: Beach Day Encounter Sex Escape [nobr] <<effects>> <<if $daystate isnot "night">> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <<else>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <</if>> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> [[Next|Beach]] :: Beach Night Dog [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">><<set $beasttype to "dog">> <<beast1init>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Beach Night Dog Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Night Dog Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Beach Night Dog]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Night Dog Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Night Dog Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Night Dog]]>><</click>></span><<nexttext>> <<endif>> :: Beach Night Dog Ejaculation [nobr] <<beastejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> bites you on the thigh, then leaves you lying on the sand.<<violence3>><br><br> <<elseif $enemyanger gte 1>> <<He>> barks then leaves you lying on the sand.<br><br> <<else>> <<He>> licks your <<genitals>> then darts away.<<neutral5>><br><br> <</if>> <<tearful>> you rise to your feet. <<clotheson>> <<endcombat>> <<click [[Next|Beach]]>><<set $eventskip to 1>><</click>> :: Beach Night Dog Escape [nobr] <<effects>> The beast whimpers and flees into the darkness. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Beach]]>><<set $eventskip to 1>><</click>> :: Beach Night Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Night Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Night Molestation Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Night Molestation]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Night Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Night Molestation Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Night Molestation]]>><</click>></span><<nexttext>> <<endif>> :: Beach Night Molestation Ejaculation [nobr] <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> smacks your face, then leaves you lying on the sand.<<violence3>><br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> leaves.<br><br> <<else>> Smiling, <<he>> kisses you on the cheek. <<His>> breath reeks of alcohol. "This is for you." <<He>> gets up and leaves you lying on the ground.<<set $money to $money + 500>><br> You've gained £5.<br><br> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Beach]]>><<set $eventskip to 1>><</click>> :: Beach Night Molestation Escape [nobr] <<effects>> <<if $daystate isnot "night">> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <<else>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <</if>> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Beach]]>><<set $eventskip to 1>><</click>> :: Beach Exhibition [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<if $phase is 0>> <<if $leftarm is "bound" and $rightarm is "bound">> Unable to cover youself, you bow your head in shame and march through the crowds to the safety of a changing room.<<garousal>><<gstress>><<gtrauma>><<gstress60>><<gtrauma60>><<garousal60>><<fameexhibitionism50>><br><br> <<click [[Changing Room|Changing Room]]>><<endevent>><</click>> <<else>> <<if $exposed gte 2>> Face red with humiliation, you make sure your <<genitalsstop>>are properly concealed and make your way across the beach to the safety of a changing room, taunted and ridiculed all the way.<<fameexhibitionism20>><<garousal>><<garousal60>><br><br> <<click [[Changing Room|Changing Room]]>><<endevent>><</click>> <<else>> Face red with humiliation, you make your way across the beach to the safety of a changing room, taunted and ridiculed all the way.<<garousal>><<garousal30>><<fameexhibitionism10>><br><br> <<click [[Changing Room|Changing Room]]>><<endevent>><</click>> <</if>> <</if>> <<else>> <<generate2>>Swallowing your pride, you ask if anyone could lend you something to cover up with. Smiling, a <<person2>><<person>> produces some towels for you.<<fameexhibitionism10>> <<if $leftarm is "bound" and $rightarm is "bound">> Seeing you restrained, <<he>> wraps them round you. <<He>> takes <<his>> time, as if savoring the situation, but eventually you find yourself properly covered.<<garousal>><<garousal60>> <<else>> You take the offered cloth and, crouching for better concealment, you wrap them around yourself. They're a poor substitute for actual clothing, but you're not the only one attired in such a way. <</if>> <br><br>Still blushing, you thank the <<person>> and sheepishly move away from the growing crowd.<br><br> <<if $lowerexposed gte 1>> <<set $lowertowelnew to 1>><<lowertowel>> <</if>> <<if $upperexposed gte 1>> <<set $uppertowelnew to 1>><<uppertowel>> <</if>> <<click [[Next|Beach]]>><<set $eventskip to 1>><<endevent>><</click>> <</if>> :: Beach Exhibit Molestation [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<if $phase is 0>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<generatey2>><<generatey3>><<generatey4>><<generatey5>> <<man1init>><<npcstrip>><<npcexhibit>> "Maybe you like being seen like this? We can help you out there." Arms reach out from all around you!<br><br> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->Beach Exhibit Molestation Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Exhibit Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Exhibit Molestation Escape]]>><</click>></span><<nexttext>> <<elseif $orgasmdown gte 1>> <span id="next"><<click [[Next->Beach Exhibit Molestation Orgasm]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Exhibit Molestation]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Exhibit Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Exhibit Molestation Escape]]>><</click>></span><<nexttext>> <<elseif $orgasmdown gte 1>> <span id="next"><<click [[Next->Beach Exhibit Molestation Orgasm]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Exhibit Molestation]]>><</click>></span><<nexttext>> <<endif>> <<elseif $phase is 1>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>><<npcoral>> <<set $enemytrust to $enemytrust - 40>> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->Beach Exhibit Molestation Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Exhibit Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Exhibit Molestation Escape]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Beach Exhibit Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Exhibit Molestation]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Exhibit Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Exhibit Molestation Escape]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Beach Exhibit Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Exhibit Molestation]]>><</click>></span><<nexttext>> <<endif>> <</if>> :: Beach Exhibit Molestation Alarm [nobr] <<effects>><<set $rescued to $rescued + 1>><<person1>> <<He>> notices several heads turning in response to your cry. "You're fucking nuts." <<He>> and <<his>> friends make a quick getaway. <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> [[Next|Beach]] :: Beach Exhibit Molestation Ejaculation [nobr] <<ejaculation>> <<person1>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> pushes you onto the sand then spits on you. <<His>> friends follow suit and they leave you lying there, covered in fluid. <<violence1>><br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<clotheson>> <br><br> <<elseif $enemyanger gte 1>> "Oh, I said I'd help you." <<He>> grins at <<his>> friends, "That juice should cover you up well enough." They leave you lying on the sand. <<clotheson>> <br><br> <<else>> "See, that wasn't so bad was it?" <<He>> chucks you some towels before sauntering off with <<his>> friends. <<clotheson>> <br><br> <<if $upperexposed gte 1 and $lowerexposed gte 1>> You wrap a towel around your chest and nether regions, creating a makeshift skirt.<<set $uppertowelnew to 1>><<uppertowel>><<set $lowertowelnew to 1>><<lowertowel>> <<elseif $upperexposed gte 1>> You wrap a towel around your chest.<<set $uppertowelnew to 1>><<uppertowel>> <<elseif $lowerexposed gte 1>> You wrap a towel around your nether regions, creating a makeshift skirt.<<set $lowertowelnew to 1>><<lowertowel>> <</if>> <</if>> <<tearful>> you rise to your feet.<br><br> <<endcombat>><<set $eventskip to 1>> [[Next|Beach]] :: Beach Exhibit Molestation Escape [nobr] <<effects>><<person1>> <<if $daystate isnot "night">> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the crowds. <br><br> <<else>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <</if>> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>><<set $eventskip to 1>> [[Next|Beach]] :: Beach Exhibit Molestation Orgasm [nobr] <<person1>>A cheer erupts from the group as you spasm in orgasm. The <<person>> is particularly amused. "Wow, you really are a pathetic slut. I don't think you want help at all, I think you're precisely where you want to be." With that, the group leave you quivering on the sand.<br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> [[Next|Beach]] :: Beach Exhibit Molestation Finish [nobr] <<person1>> "Had enough?" Fine, but don't expect any help." <<He>> and <<his>> friends leave you on the sand. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> [[Next|Beach]] :: Widgets Events Beach [widget] <<widget "eventsbeach">><<nobr>> <<set $dangerevent to random(1, 100)>> <<if $daystate is "night">> <<if $dangerevent lte 15>> <<beachnight1>> <<elseif $dangerevent lte 30>> <<beachnight2>> <<elseif $dangerevent lte 100>> <<beachday4>> <</if>> <<elseif $exposed gte 1>> <<if $dangerevent lte 80>> <<beachex1>> <<elseif $dangerevent lte 100>> <<beachex2>> <</if>> <<else>> <<if $dangerevent lte 10>> <<beachday1>> <<elseif $dangerevent lte 20>> <<beachday2>> <<elseif $dangerevent lte 50>> <<beachday3>> <<elseif $dangerevent lte 100>> <<beachday4>> <</if>> <</if>> <</nobr>><</widget>> :: Widgets Passout Beach [widget] <<widget "passoutbeach">><<nobr>> [[Everything fades to black...->Passout Beach]] <</nobr>><<endwidget>> :: Passout Beach [nobr] You've pushed yourself too much.<br><br> <<passout>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>> <<if $rng gte 1>> <<click [[Wake up|Beach Abduction]]>><<uppernaked>><<lowernaked>><<undernaked>><</click>> <</if>> <<else>> <<ambulance>> <</if>> <<pass60>> <<set $trauma to $trauma +10>><<set $stress to $stress - 2000>> :: Beach Abduction [nobr] <<effects>><<set $outside to 0>> <<generatey1>><<generatey2>><<person1>>You wake up lying on your back, naked in the dunes. You hear a voice, "You're awake." You hasten to your feet and see the speaker, a <<personstop>> A <<person2>><<person>> stands next to <<person1>><<himstop>> <br><br> <<if $loweroff is 0 and $upperoff is 0 and $underoff is 0>> "You must be a huge slut, to be wandering around like that. Though I do feel bad about leaving you in such a state. There are some nasty people around."<br><br> <<person2>>The <<person>> interjects, "I know! We'll lend you some towels," <<he>> produces some thin cables from <<his>> coat pocket "if you let us dress you first."<br><br> <<person1>> The <<person>> seems taken with the idea, "It's your choice. If you don't want to play along, we'll leave you to be raped. You'd probably get off from it anyway."<br><br> <<else>> You see your <<if $upperoff isnot 0>>$upperoff <<elseif $loweroff isnot 0>>$loweroff <<else>>$underoff <</if>>in <<his>> hand. <<He>> twirls it playfully, "Finders keepers. Though I do feel bad about leaving you in such a state. There are some nasty people around."<br><br> <<person2>>The <<person>> interjects, "I know! We'll give the clothes back," <<he>> produces some thin cables from <<his>> coat pocket "if you let us dress you first."<br><br> <<person1>> The <<person>> seems taken with the idea, "It's your choice. If you don't want to play along, we'll be keeping your clothes to do with as we please." <<He>> slowly starts tearing the fabric.<br><br> <</if>> <<click [[Accept|Beach Abduction Bound]]>><</click>><br> <<click [[Refuse|Beach Abduction Molestation]]>><<set $molestationstart to 1>><</click>><br> :: Beach Abduction Bound [nobr] <<effects>><<set $outside to 0>> You submit to being bound. <<person2>> The <<person>> ties your arms together behind your back while the <<person1>><<person>> looks on, a sardonic smile on <<his>> face. It doesn't take long, the <<person2>><<person>> soon stands back to admire <<his>> handiwork. You try to move your arms, but they are tied together tightly. You can only wave them impotently behind your back. Feelings of helplessness rise within you.<<set $leftarm to "bound">><<set $rightarm to "bound">><br><br> "Just one more thing I think," the <<person>> says, producing a collar and leash.<br><br> <<click [[Accept|Beach Abduction Collared]]>><<set $collared to 1>><<set $phase to 1>><</click>><br> <<click [[Refuse|Beach Abduction Molestation]]>><<set $molestationstart to 1>><</click>><br> :: Beach Abduction Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $phase is 0>> They look taken aback. "Oh. You're actually okay walking around like that," The <<person1>><<person>> muses. "I guess you won't mind us taking a little more then." They advance on you.<br><br> <<elseif $phase is 1>> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Abduction Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Abduction Molestation Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Abduction Molestation]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Abduction Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Abduction Molestation Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Abduction Molestation]]>><</click>></span><<nexttext>> <<endif>> :: Beach Abduction Molestation Ejaculation [nobr] <<ejaculation>> <<if $phase is 0>> "Thanks for the company," the <<person1>><<person>> says mockingly. "Good luck!" They leave you lying naked on the sand. <br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<clotheson>> <<elseif $phase is 1>> Satisfied, the <<person1>><<person>> unties the cables binding your arms. "Here you go." <<He>> tosses the fabric at you. <<He>> and <<his>> friends leave you to cover up as they laugh their way back to the beach. They left the collar on.<br><br> <<unbind>> <<clothesontowel>> <</if>> <<tearful>> you struggle to your feet.<br><br> <<endcombat>> <<set $stress to $stress - 500>> <<click [[Next|Beach]]>><</click>> <<set $eventskip to 1>> :: Beach Abduction Molestation Escape [nobr] <<effects>> <<if $daystate isnot "night">> They recoil in pain, giving you the chance you need. <<tearful>> you flee naked into the dunes. <br><br> <<else>> They recoil in pain, giving you the chance you need. <<tearful>> you flee naked into the darkness. <br><br> <</if>> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<set $stress to $stress - 500>> <<click [[Next|Beach]]>><</click>> <<set $eventskip to 1>> :: Beach Abduction Collared [nobr] <<effects>><<set $outside to 0>> Having come this far, you submit to the collar being placed round your neck. You hear a decisive click as it locks shut. <<person2>>The <<person>> attaches the leash, and tugs.<br><br> <<if $rng gte 51>> The pair stand back to admire your body, the <<person2>><<person>> holding your leash securely. "Very nice," the <<person1>><<person>> says, circling around you for a different angle. With your arms bound, there's nothing you can do to shield yourself from their scrutiny.<br><br> The <<person2>><<person>> approaches you, and you brace yourself for a more physical probing. Instead, <<he>> unties your bonds while the <<person1>><<person>> throws the fabric over your head. "Here you go. You can keep the collar." Laughing, they head in the direction of the beach. You try to cover up as quickly as possible, but you're still shaking from the ordeal.<br><br> <<unbind>> <<clothesontowel>> <<endevent>> <<set $stress to $stress - 500>> <<click [[Next|Beach]]>><</click>> <<else>><<set $rng to random(1, 100)>> <<person1>>Smirking, the <<person>> speaks, "You're all dressed up now, but it would be a waste for no one else to see you looking so fine." <<person2>>The <<person>> tugs again, harder this time. "We'll help as you as we said we would, but there's someone you need to meet first."<br><br> Bound and leashed as you are, you have little choice but to go with them<<if $submission lte 850>>, though you seethe noiselessly at the humiliation<<else>> meekly<</if>>.<br><br> You are led deeper into the dunes. You walk for several minutes, conscious of just how exposed and vulnerable you are. Your captors make no attempt to hide how much they enjoy being in a position of power over you, and constantly leer at your body, knowing there's nothing you can do to stop them.<br><br> <<if $bestialitydisable is "f" and $rng gte 51>> You come to a relatively flat area, surrounded by dunes on all sides, shielding it from view. In the centre is a dog, its leash tied to a wooden post. At the sight of you it leaps to it's feet, straining the leash in a bid to reach you.<br><br> <<person1>> The <<person>> speaks in a high-pitched voice, "Who's a good boy! You are! We brought you a bitch, because you're such a good boy!"<br><br> <<click [[Try to run|Beach Abduction Dog]]>><<set $molestationstart to 1>><<set $phase to 0>><</click>><br> <<click [[Allow yourself to be led over|Beach Abduction Dog]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<generatey3>><<generatey4>><<generatey5>><<generatey6>>You come to a relatively flat area, surrounded by dunes on all sides, shielding it from view. Four teenagers sit smoking in the centre. Your feelings of humiliation reach a new pitch as the new pairs of eyes see you in your shameful situation. Their initial shock quickly subsides, leaving a bare and primal lust.<br><br> The <<person2>><<person>> leads you into the middle of the group, their eyes feasting on every inch of your body. "We found this piece of trash near the beach. Can't believe anyone would just leave it laying around, no respect at all," the <<person1>><<person>> starts fondling your <<genitals>>in front of everyone, causing your breath to catch in your chest. The rest of the group take the cue. Arms reach out from all around you, each wanting their share.<br><br> <<click [[Next|Beach Abduction Molestation]]>><<set $molestationstart to 1>><</click>> <</if>> <</if>> :: Beach Abduction Dog [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">><<set $beasttype to "dog">> <<beast1init>> <<if $phase is 0>> You try to escape, but the <<person1>><<person>> grabs the leash and helps the <<person2>><<person>> yank you to the ground. Before you can recover, the <<person1>><<person>> has released the dog from it's post. It leaps ontop of you, pinning you down.<<set $beaststance to "top">><<set $head to "grappled">><br><br><<set $submissive -= 1>> <<elseif $phase is 1>> Trying to keep calm, you allow yourself to be led closer to the beast. The <<person1>><<person>> unties the dog, who darts towards you.<br><br><<set $submissive += 1>> <</if>> <<set $phase to 2>> <<endif>> <<effects>> <<if $phase is 2>><<set $phase to 1>> The pair sit on the sand to spectate.<br><br> <<else>> <<if $orgasmdown gte 1 and $phase is 1>><<set $phase to 0>> "I can't believe it," the <<person1>><<person>> shouts with joy, "You're actually cumming from being raped by an animal. This is fantastic." You feel utterly humiliated.<<set $trauma to $trauma + 10>><<famebestiality10>><<famebestiality10>> <<else>> The <<person1>><<person>> and <<person2>><<person>> are enjoying the show. <</if>> <br><br> <</if>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Beach Abduction Dog Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Abduction Dog Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Beach Abduction Dog]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Beach Abduction Dog Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Beach Abduction Dog Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Beach Abduction Dog]]>><</click>></span><<nexttext>> <<endif>> :: Beach Abduction Dog Ejaculation [nobr] <<beastejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> bites you on the thigh before leaving you lying there.<<violence3>><br><br> <<elseif $enemyanger gte 1>> <<He>> barks then leaves you lying there.<br><br> <<else>> <<He>> licks your <<genitals>> then darts away.<<neutral5>><br><br> <</if>> The <<person1>><<person>> and <<person2>><<person>> applaud. "Bred like the bitch you are," the <<person>> exclaims as <<he>> unties your bonds. The <<person1>><<person>> throws you the fabric they promised. "You can keep the collar. It suits you." Laughing, they leave you lying disgraced on the sand. <<tearful>> you struggle to your feet.<br><br> <<unbind>> <<clothesontowel>> <<endcombat>> <<set $stress to $stress - 500>> <<click [[Next|Beach]]>><</click>> <<set $eventskip to 1>> :: Beach Abduction Dog Escape [nobr] <<effects>> The dog whimpers and flees.<br><br> Before the pair can react, you seize the opportunity and bolt away. <<tearful>> you quickly lose them in the dunes.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<clotheson>> <<endcombat>> <<set $stress to $stress - 500>> <<click [[Next|Beach]]>><</click>> <<set $eventskip to 1>> :: Beach Day Molestation Alarm [nobr] <<effects>> The <<person>> looks offended, but relents. "You crazy slut, I was only having some fun." <<tearful>> you cover yourself and rise to your feet. <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Beach]]>><<set $eventskip to 1>><</click>> :: Beach Strip [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<set $beachstrip to 1>> <<uppernaked>><<lowernaked>><<undernaked>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> Shivering with excitement you shuffle out of your clothes and bare your <<lewdness>> for the entire beach to see. People don't even realise how far you stripped at first. A lot of people dress scanty here after all. But none are dressed quite as scanty as you, and people start to notice.<br><br> A <<person1>><<person>> looks at you and audibly gasps. A <<person2>><<person>> averts <<his>> eyes and avoids looking at you at all costs. A <<person3>><<person>> stares and looks like <<hes>> about to start drooling. You're pleased that <<his>> is the most common response. You're not ashamed of your <<genitalsstop>> You've everything to be proud of.<<exhibitionism5>><br><br> You stroll down the beach, drawing eyes wherever you go. Each breeze caressing your bare flesh a reminder of your exposure. You feel so free, powerful and sexy. A whistle pierces the air. You turn and see a lifeguard running towards you. <<endevent>><<generate1>><<person1>> <<He>> stops in front of you, but looks away. "I'm sorry, but I need to ask you to cover up. This isn't a nudist beach."<br><br> <<click [[Comply|Beach Strip Comply]]>><</click>><br> <<click [[Refuse (1:00)|Beach Strip Refuse]]>><<lstress60>><<ltrauma60>><<crime50>><<pass60>><</click>><<crime>><<ltrauma>><<lstress>><br> <<if $promiscuity gte 15>> <<click [[Seduce|Beach Strip Seduce]]>><</click>><<promiscuous2>><br> <</if>> :: Beach Strip Comply [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> You decide you've had enough fun for now and pick up your clothes. <<clotheson>> "Thank you," says the lifeguard, sounding relieved. "I didn't want to have to get the police involved. Try to remain dressed from now on."<br><br> <<endevent>> <<click [[Next|Beach]]>><</click>><br> :: Beach Strip Refuse [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<if $submissive gte 1150>> "But I should be seen," you say. "Don't you think I'm beautiful?" You flare your arms at your sides and twirl. "Everyone should be allowed to look." You skip away. <<elseif $submissive lte 850>> You put your hands on your hips and pout. "Or what? You gonna make me?" You turn around, lean forwards and give your <<bottom>> a smack before sauntering away. <<else>> "No," you say. "I'm not gonna let you control me. You're welcome to join the fun though." You giggle and skip away. <</if>> <br><br> <<endevent>> You spend an hour running across the sand and splashing through waves. The sun feels warm and gentle against your bare skin. After a while though, the wind starts to pick up and the cold makes you shiver. You decide to get dressed for now. There's always another day.<br><br> <<click [[Next|Beach]]>><<clotheson>><</click>><br> :: Beach Strip Seduce [nobr] <<effects>> <<set $seductiondifficulty to 8000>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> You walk closer to the <<personstop>> "I could get dressed," you say, leaning against <<his>> arm. "Or we could have some fun."<<promiscuity2>><br><br> <<if $seductionrating gte $seductionrequired>> <<He>> reaches for your <<genitalscomma>> but stops short and gulps. "M-maybe it would be fine if," <<he>> grabs your waist. "If I had a little fun."<br><br> <<click [[Next|Beach Strip Sex]]>><<set $sexstart to 1>><</click>><br> <<else>> "I-I-No," <<he>> stammers and pulls away from you. "G-get dressed now, or I'll call the police!"<br><br> <<click [[Comply|Beach Strip Comply]]>><</click>><br> <<click [[Refuse (1:00)|Beach Strip Refuse]]>><<lstress60>><<ltrauma60>><<crime50>><<pass60>><</click>><<crime>><<ltrauma>><<lstress>><br> <</if>> :: Beach Strip Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 50>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Beach Strip Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Beach Strip Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Beach Strip Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Beach Strip Sex]]>><</click>></span><<nexttext>> <</if>> :: Beach Strip Sex Finish [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "I only did that so you'd get dressed!" <<he>> says unconvincingly.<br><br> It is getting cold though, so you decide to get dressed for now.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You shove the <<person>> onto the sand and dash away.<br><br> It's getting a bit cold, so you decide to get dressed for now.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> "I only did that so you'd get dressed!" <<he>> says unconvincingly.<br><br> It is getting cold though, so you decide to get dressed for now.<br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|Beach]]>><</click>> :: Beach Phallus [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<generate1>><<person1>>You scan the beach for people wearing skimpy swimsuits, or otherwise look like they will agree to your request.<br><br> <<if $rng gte 81>> You see a <<person>> showing off <<his>> body, trying to impress a <<generate2>><<person2>><<personstop>> It isn't working.<br><br><<person1>> <<if $penis isnot "none">> <<click [[Ask to measure penis|Beach Phallus Flex]]>><</click>><<promiscuous3>><br> <<else>> <<click [[Ask to measure clitoris|Beach Phallus Flex]]>><</click>><<promiscuous3>><br> <</if>> <<elseif $rng gte 61>> <<generate2>><<person1>>You see a <<person>> and <<person2>><<person>> holding hands.<br><br> <<if $penis isnot "none">> <<click [[Ask to measure penis|Beach Phallus Pair]]>><</click>><<promiscuous3>><br> <<else>> <<click [[Ask to measure clitoris|Beach Phallus Pair]]>><</click>><<promiscuous3>><br> <</if>> <<elseif $rng gte 41>> You see a <<person>> moving between different groups and individuals, asking for money.<br><br> <<if $penis isnot "none">> <<click [[Ask to measure penis|Beach Phallus Beggar]]>><</click>><<promiscuous3>><br> <<else>> <<click [[Ask to measure clitoris|Beach Phallus Beggar]]>><</click>><<promiscuous3>><br> <</if>> <<elseif $rng gte 21>> You see a <<person>> sitting alone on the sand.<br><br> <<if $penis isnot "none">> <<click [[Ask to measure penis|Beach Phallus Shy]]>><</click>><<promiscuous3>><br> <<else>> <<click [[Ask to measure clitoris|Beach Phallus Shy]]>><</click>><<promiscuous3>><br> <</if>> <<else>> You see a <<person>> scanning the beach with one hand shielding <<his>> eyes from the sun.<br><br> <<if $penis isnot "none">> <<click [[Ask to measure penis|Beach Phallus Scan]]>><</click>><<promiscuous3>><br> <<else>> <<click [[Ask to measure clitoris|Beach Phallus Scan]]>><</click>><<promiscuous3>><br> <</if>> <</if>> <<click [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass15>><</click>><br> <<click [[Stop|Beach]]>><<pass10>><<endevent>><</click>><br> :: Beach Phallus Flex [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> You approach the <<person>> just as the <<person2>><<person>> walks off.<<person1>><br><br> "You'll be back," the <<person>> says. <<He>> turns to you. "Hey," <<he>> says "What do you want?"<br><br> <<if $submissive gte 1150>> You can't look <<him>> in the eye. Not with a request like this. "C-could I measure your <<personpenis>> with this tape?" you ask. "It's for my science project." <<elseif $submissive lte 850>> "I'm gonna measure your <<personpeniscomma>>" you say. "For science." <<else>> "Hello," you say. "I'm doing a science project for school. Can I measure your <<personpenis>> with this tape?" <</if>> <<promiscuity3>> <<He>> gapes, then bursts into laughter. "Damn, the schools here are fucked. Tell you what, you show me, and I'll show you." <<He>> leers at your <<crotchstop>><br><br> <<if $lowertype is "naked">> <<if $exhibitionism gte 75>> <<click [[Show|Beach Phallus Show]]>><<set $phase to 0>><</click>><<exhibitionist5>><br> <</if>> <<else>> <<if $undertype is "naked" or $undertype is "chastity">> <<if $exhibitionism gte 75>> <<click [[Show|Beach Phallus Show]]>><<set $phase to 1>><</click>><<exhibitionist5>><br> <</if>> <<else>> <<if $exhibitionism gte 15>> <<click [[Show|Beach Phallus Show]]>><<set $phase to 2>><</click>><<exhibitionist2>><br> <</if>> <</if>> <</if>> <<click [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass15>><</click>><br> <<click [[Stop|Beach]]>><<pass10>><<endevent>><</click>><br> :: Beach Phallus Show [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<if $phase is 0>> You pull aside your $underclothes, baring your <<genitals>> for the <<person>> to see. <<else>> You <<pulldown>> your $lowerclothes, baring your <<undies>> for the <<person>> to see. <</if>> <<if $phase is 0 or $phase is 1>> <<exhibitionism5>> <<His>> eyes widen. "Didn't think you actually would," <<he>> says, not taking <<his>> eyes off you. Without hesitating, <<he>> <<if $pronoun is "m">>pulls down <<his>> shorts<<else>>pulls aside <<his>> bikini bottoms<</if>>, baring <<himself>> in turn. "I don't have all day."<br><br> You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. "This is the real invasive part," <<he>> says at one point, but <<he>> answers all the questions.<br><br> <<if $penis isnot "none">><<set $sciencephallus += 1>><<set $sciencephalluspenis += 1>> <span class="gold">You can add the penis measurement you took to your project in your room or the school library.<br><br></span> <<else>><<set $sciencephallus += 1>><<set $sciencephallusclit += 1>> <span class="gold">You can add the clitoris measurement you took to your project in your room or the school library.<br><br></span> <</if>> <<click [[Next|Beach]]>><<endevent>><</click>><br> <<else>> <<exhibitionism2>> "That's a start," <<he>> says. "But you're gonna need to do better."<br><br> <<if $exhibitionism gte 75>> <<click [[Show|Beach Phallus Show]]>><<set $phase to 0>><</click>><<exhibitionist5>><br> <</if>> <<click [[Flirt|Beach Phallus Flirt]]>><</click>><br> <<click [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass15>><</click>><br> <<click [[Stop|Beach]]>><<pass10>><<endevent>><</click>><br> <</if>> :: Beach Phallus Flirt [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> "But you can already see so much of me," you say. "And I'm not experienced like you."<br><br> <<set $seductiondifficulty to 4000>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> <<if $seductionrating gte $seductionrequired>> <<He>> chuckles. "Worth a try," <<he>> says. Without hesitating, <<he>> <<if $pronoun is "m">>pulls down <<his>> shorts<<else>>pulls aside <<his>> bikini bottoms<</if>>, baring <<himself>> to you. "I don't have all day."<br><br> You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. "This is the real invasive part," <<he>> says at one point, but <<he>> answers all the questions.<br><br> <<if $penis isnot "none">><<set $sciencephallus += 1>><<set $sciencephalluspenis += 1>> <span class="gold">You can add the penis measurement you took to your project in your room or the school library.<br><br></span> <<else>><<set $sciencephallus += 1>><<set $sciencephallusclit += 1>> <span class="gold">You can add the clitoris measurement you took to your project in your room or the school library.<br><br></span> <</if>> <<click [[Next|Beach]]>><<endevent>><</click>><br> <<else>> "I can see a lot less than you're asking of me," <<he>> says. "Show me more or go bother someone else."<br><br> <<if $exhibitionism gte 75>> <<click [[Show|Beach Phallus Show]]>><<set $phase to 0>><</click>><<exhibitionist5>><br> <</if>> <<click [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass15>><</click>><br> <<click [[Stop|Beach]]>><<pass10>><<endevent>><</click>><br> <</if>> :: Beach Phallus Pair [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> You approach the pair. The <<person2>><<person>> smiles at you. "How can we help you?" <<he>> says.<br><br> <<if $submissive gte 1150>> You can't look <<him>> in the eye. Not with a request like this. "C-could I measure your <<personpenis>> with this tape?" you ask. "It's for my science project." <<elseif $submissive lte 850>> "I'm gonna measure your <<personpeniscomma>>" you say. "For science." <<else>> "Hello," you say. "I'm doing a science project for school. Can I measure your <<personpenis>> with this tape?" <</if>> <<promiscuity3>> <<He>> bursts into laughter. "Of course not," <<he>> says. <<He>> grabs the <<person1>><<persons>> arm. "<<He>> will be happy to help though."<br><br> The <<person>> looks aghast. "No," <<he>> says. "That's not happening."<br><br> The <<person2>><<person>> whispers something into the <<person1>><<persons>> ear, and <<his>> expression changes. They share a look. "Alright," the <<person>> says. "If you promise."<br><br> "I promise," the <<person2>><<person>> responds. <<He>> kneels in front of the <<person1>><<person>> and yanks down <<his>> <<if $pronoun is "m">>shorts<<else>>bikini bottoms<</if>>.<br><br> <<if $rng gte 61>> You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. The <<person2>><<person>> answers most of them for <<person1>><<himstop>> <<He>> looks uncomfortable the whole time.<br><br> <<if $penis isnot "none">><<set $sciencephallus += 1>><<set $sciencephalluspenis += 1>> <span class="gold">You can add the penis measurement you took to your project in your room or the school library.<br><br></span> <<else>><<set $sciencephallus += 1>><<set $sciencephallusclit += 1>> <span class="gold">You can add the clitoris measurement you took to your project in your room or the school library.<br><br></span> <</if>> <<click [[Next|Beach]]>><<endevent>><</click>><br> <<else>> You're kneeling to take <<his>> measurement when the the <<person2>><<person>> crouches behind you and puts a hand over your mouth. "Hold still," <<he>> says. "You're going to be nice to my lover here. Understood?" The <<person1>><<person>> smiles.<br><br> <<click [[Next|Beach Phallus Rape]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Beach Phallus Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<if $penis is "clothed">><<set $penis to 0>><</if>><<if $vagina is "clothed">><<set $vagina to 0>><</if>><<set $lefthand2 to "mouth">><<set $mouthuse to "lefthand">> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Beach Phallus Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Beach Phallus Rape Finish]]>><</click>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Beach Phallus Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Beach Phallus Rape]]>><</click>></span><<nexttext>> <</if>> :: Beach Phallus Rape Finish [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Wanting such personal information," the <<person2>><<person>> says. "What nerve." They leave you lying on the sand.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Beach]]>><</click>><br> <<elseif $enemyhealth lte 0>> You knock the <<person2>><<person>> way from you and escape into a more crowded area of the beach.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Beach]]>><</click>><br> <<else>> Heads turn up and down the beach. The pair back away from you and walk fast away.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Beach]]>><</click>><br> <</if>> :: Beach Phallus Beggar [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> You approach the <<personstop>> <<He>> smiles at you.<br><br> <<if $submissive gte 1150>> You can't look <<him>> in the eye. Not with a request like this. "C-could I measure your <<personpenis>> with this tape?" you ask. "It's for my science project." <<elseif $submissive lte 850>> "I'm gonna measure your <<personpeniscomma>>" you say. "For science." <<else>> "Hello," you say. "I'm doing a science project for school. Can I measure your <<personpenis>> with this tape?" <</if>> <<promiscuity3>> <<His>> smile fades as you talk, but returns all at once. "Okay," <<he>> says. "If you pay me. I'm in a bit of a hard spot."<br><br> <<if $money gte 1000>> <<click [[Pay (£10)|Beach Phallus Pay]]>><<set $money -= 1000>><</click>><br> <<click [[Give money for nothing in return (£10)|Beach Phallus Charity]]>><<famegood1>><<set $money -= 1000>><<trauma -6>><</click>><<ltrauma>><br> <</if>> <<click [[Look for someone else (0:15)|Beach Phallus]]>><<endevent>><<pass15>><</click>><br> <<click [[Stop|Beach]]>><<pass10>><<endevent>><</click>><br> :: Beach Phallus Pay [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> You give <<him>> the money. <<He>> glances around to make sure no one is looking, then exposes <<his>> genitals.<br><br> You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> answers slowly.<br><br> <<if $penis isnot "none">><<set $sciencephallus += 1>><<set $sciencephalluspenis += 1>> <span class="gold">You can add the penis measurement you took to your project in your room or the school library.<br><br></span> <<else>><<set $sciencephallus += 1>><<set $sciencephallusclit += 1>> <span class="gold">You can add the clitoris measurement you took to your project in your room or the school library.<br><br></span> <</if>> <<click [[Next|Beach]]>><<endevent>><</click>><br> :: Beach Phallus Charity [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<if $submissive gte 1150>> You hand <<him>> the money. <<He>> moves to expose <<his>> genitals. "N-no," you say. "It's fine. I'll find someone else." <<elseif $submissive lte 850>> "Just take the money," you say. "I'll find someone else." <<else>> "It's okay," you say. "Just take the money. I'll find someone else." <</if>> <br><br> "Thank you so much," <<he>> says. <<He>> looks relieved. <<if $rng gte 51>> <<He>> steps closer as if to hug, but decides not to. <<He>> shuffles away.<br><br> <<else>> <<He>> plays with the money in <<his>> hand and frowns. With a grimace, <<he>> exposes <<his>> genitals. "It's okay," <<he>> smiles. "Take what you need."<br><br> You kneel and take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> answers slowly.<br><br> <<if $penis isnot "none">><<set $sciencephallus += 1>><<set $sciencephalluspenis += 1>> <span class="gold">You can add the penis measurement you took to your project in your room or the school library.<br><br></span> <<else>><<set $sciencephallus += 1>><<set $sciencephallusclit += 1>> <span class="gold">You can add the clitoris measurement you took to your project in your room or the school library.<br><br></span> <</if>> <</if>> <<click [[Next|Beach]]>><<endevent>><</click>><br> :: Beach Phallus Shy [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> You approach the <<personstop>> <<He>> looks away from you until you're right beside <<himstop>><br><br> <<if $submissive gte 1150>> You can't look <<him>> in the eye. Not with a request like this. "C-could I measure your <<personpenis>> with this tape?" you ask. "It's for my science project." <<elseif $submissive lte 850>> "I'm gonna measure your <<personpeniscomma>>" you say. "For science." <<else>> "Hello," you say. "I'm doing a science project for school. Can I measure your <<personpenis>> with this tape?" <</if>> <<promiscuity3>> <<He>> looks away and blushes. You take it as a no, but then <<he>> pulls a towel over <<his>> legs and up to <<his>> waist. "C-crawl under," <<he>> says. "No one should see."<br><br> You shuffle beneath the towel and between <<his>> legs. You <<if $pronoun is "m">>tug down <<his>> shorts<<else>>pull aside <<his>> bikini bottoms<</if>>.<br><br> <<if $promiscuity gte 55>> <<click [[Lick|Beach Phallus Oral]]>><<set $sexstart to 1>><</click>><<promiscuous4>><br> <</if>> <<click [[Take measurement|Beach Phallus Measure]]>><</click>><br> :: Beach Phallus Oral [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> You crawl closer and give <<him>> a teasing lick. "W-wait," <<he>> stammers, but <<he>> doesn't push you away.<<promiscuity4>> <br><br> <<npcoral>> <<endif>> <<effects>> <<effectsman>><<man>> <<He>> keeps the towel pulled over you.<br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Beach Phallus Oral Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Beach Phallus Oral Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Beach Phallus Oral Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Beach Phallus Oral]]>><</click>></span><<nexttext>> <</if>> :: Beach Phallus Oral Finish [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<if $enemyhealth lte 0>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<else>> <</if>> <<He>> lies still as you take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> isn't keen on giving answers, but you get enough. You shuffle out from beneath the towel. <<He>> avoids looking at you.<br><br> <<if $penis isnot "none">><<set $sciencephallus += 1>><<set $sciencephalluspenis += 1>> <span class="gold">You can add the penis measurement you took to your project in your room or the school library.<br><br></span> <<else>><<set $sciencephallus += 1>><<set $sciencephallusclit += 1>> <span class="gold">You can add the clitoris measurement you took to your project in your room or the school library.<br><br></span> <</if>> <<clotheson>><<endcombat>> <<click [[Next|Beach]]>><</click>><br> :: Beach Phallus Measure [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<He>> lies still as you take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> isn't keen on giving answers, but you get enough. You shuffle out from beneath the towel. <<He>> avoids looking at you.<br><br> <<if $penis isnot "none">><<set $sciencephallus += 1>><<set $sciencephalluspenis += 1>> <span class="gold">You can add the penis measurement you took to your project in your room or the school library.<br><br></span> <<else>><<set $sciencephallus += 1>><<set $sciencephallusclit += 1>> <span class="gold">You can add the clitoris measurement you took to your project in your room or the school library.<br><br></span> <</if>> <<endevent>> <<click [[Next|Beach]]>><</click>><br> :: Beach Phallus Scan [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> You approach the <<personstop>> <<He>> smiles at you. "Hey cutie," <<he>> says.<br><br> <<if $submissive gte 1150>> You can't look <<him>> in the eye. Not with a request like this. "C-could I measure your <<personpenis>> with this tape?" you ask. "It's for my science project." <<elseif $submissive lte 850>> "I'm gonna measure your <<personpeniscomma>>" you say. "For science." <<else>> "Hello," you say. "I'm doing a science project for school. Can I measure your <<personpenis>> with this tape?" <</if>> <<promiscuity3>> <<His>> smile broadens and <<he>> leans close. "How forward. I'll show you everything," <<he>> whispers. "We're going to find somewhere private. Then I'm going to fuck you senseless." <<He>> grasps your arm and pulls.<br><br> <<click [[Accept|Beach Phallus Accept]]>><</click>><br> <<click [[Refuse|Beach Phallus Refuse]]>><</click>><br> :: Beach Phallus Refuse [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> You resist <<his>> pull. <<He>> looks angry, but releases you. "How rude," <<he>> says. "Go find someone else to tease."<br><br> <<endevent>> <<click [[Next|Beach]]>><</click>><br> :: Beach Phallus Accept [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<He>> leads you to a changing room and pushes you inside. <<He>> shuts the door after <<himcomma>> then tackles you to the ground.<br><br> <<click [[Next|Beach Phallus Sex]]>><<set $sexstart to 1>><</click>><br> :: Beach Phallus Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Beach Phallus Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Beach Phallus Sex Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Beach Phallus Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Beach Phallus Sex]]>><</click>></span><<nexttext>> <</if>> :: Beach Phallus Sex Finish [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<if $enemyhealth lte 0>> You knock <<him>> against the wooden wall and flee through the door.<br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Did you get the measure of me?" <<he>> says. <<He>> sees the tape in your hand. "Oh, you meant that literally? Help yourself I guess."<br><br> <<He>> lies still as you take <<his>> measurement from base to tip, then ask <<him>> questions about <<his>> lifestyle. <<He>> seems bored, but answers to your satisfaction.<br><br> <<if $penis isnot "none">><<set $sciencephallus += 1>><<set $sciencephalluspenis += 1>> <span class="gold">You can add the penis measurement you took to your project in your room or the school library.<br><br></span> <<else>><<set $sciencephallus += 1>><<set $sciencephallusclit += 1>> <span class="gold">You can add the clitoris measurement you took to your project in your room or the school library.<br><br></span> <</if>> <<else>> "You tease," <<he>> says. "Clear off. Before I change my mind."<br><br> <</if>> <<clotheson>><<endcombat>> <<click [[Next|Beach]]>><</click>><br>
fire2244/degrees
game/loc-beach.twee
twee
unknown
88,321
:: Brothel [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You are in the brothel. Several stages dot the crowded room. The staff look flustered and overworked.<br><br> <<if $stress gte 10000>><<passoutshop>> <<elseif $brothelshowmissed gte 1>><<set $brothelshowmissed to 0>><<set $briarlove -= 1>> <<briar>><<generate2>><<generate3>><<person1>>Briar storms towards you as two of <<his>> thugs block the entrance. "Where were you?" <<he>> asks. "The crowd were expecting a show. It cost me, but you'll pay for it," <<he>> holds out <<his>> hand. "£1000. Now."<br><br> <<if $money gte 100000>> <<click [[Pay (£1000)|Brothel Pay]]>><<set $briardom += 1>><<set $money -= 100000>><<set $submissive += 1>><</click>><br> <</if>> <<click [[Say you can't afford it|Brothel Pay Refuse]]>><</click>><br> <<click [[Refuse|Brothel Pay Refuse]]>><<set $briardom -= 1>><<set $submissive -= 1>><</click>><br> <<else>> <<if $exposed gte 1>> You feel exposed, despite not being the only one attired so lewdly.<br><br> <</if>> <<if $brotheljob is 1 and $fameprostitution gte 30 and $brothelshowintro is undefined>><<set $brothelshowintro to 0>> <<generate1>><<person1>>The <<person>> guarding the door rests a hand on your shoulder. <span class="gold">"Boss wants to see you."</span><<endevent>><br><br> <</if>> <<if $brotheljob is 1>> <<click [[Work as a dancer|Brothel Dance]]>><<set $dancing to 1>><<set $venuemod to 3>><<lstress20>><<gtiredness20>><<set $dancelocation to "brothel">><</click>><<lstress>><<gtiredness>><br> <<if$brothelshowintro is 1>> <<click [[Go behind the stage|Brothel Stage]]>><</click>><br> <</if>> <<click [[Dressing Room (0:01)|Brothel Dressing Room]]>><</click>><br> <</if>> <<click [[Briar's Office (0:03)|Briar's Office]]>><<pass3>><</click>><br> <<if $exposed lte 0>> <<click [[Leave (0:01)|Harvest Street]]>><<pass1>><</click>><br> <</if>> <</if>> :: Brothel Intro [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You enter the building, not sure what to expect. <<generate1>><<person1>>A <<person>> stands at the end of an antechamber, guarding another set of doors. <<He>> smiles when <<he>> sees you. "You look lost, little <<girlstop>> What brings you here?"<br><br> "I was told to come here." You reply, sheepishly.<br><br> <<His>> smile broadens. "Good. Wait just a moment." <<He>> presses a finger against <<his>> ear before speaking to the air. "We have a... That's right. Yes boss." <<He>> lowers <<his>> hand. "The boss'll be down shortly to meet you. You won't need to wait long."<br><br> <<He>> was right.<<endevent>><<briar>><<person1>> <<if $pronoun is "m">> The doors open to reveal a man wearing a blue suit, minus a shirt, showing off <<his>> well-toned chest and abdomen. Long chestnut hair flows behind <<him>> as <<he>> enters. <<else>> The doors open to reveal a woman wearing an expensive-looking red gown with a plunging neckline, revealing a portion of <<his>> pert breasts. Long chestnut hair flows behind <<him>> as <<he>> enters. <</if>><br><br> <<He>> fixes you with hazel eyes, wordlessly grabs your wrist and pulls you through the doors.<br><br> You enter a large crowded room. The smell of sweat is palpable. Several stages dot the room, with dancers showing themselves off. Patrons ogle and cheer at them, waited on by other staff in various states of undress. You are lead through the room and through an inconspicuous door. A flight of stairs later and you find yourself in a lavishly-decorated office.<br><br> <<He>> lies down on a velvet sofa in the middle of the room, props <<his>> head up with one arm and observes you. You look around for a place to sit but other than the sofa there's no seating. <<He>> interrupts your search. "My name is Briar. Welcome to my establishment."<br><br> <<click [[Next|Brothel Intro2]]>><</click>><br> :: Brothel Intro2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> <<He>> eyes up your body as <<he>> speaks. <<if $devstate is 0 and $dev is 1>> "You'll do nicely. A large portion our clientele love kids. <<else>> "Nice. Very nice. Our clientele will love you. <</if>> I'd like to offer you work looking after our guests. You saw how it works on the way up." <<He>> pauses before continuing. "Oh right, you probably want details. You can dress however you want, but you'll get more attention if you dress appropriately. Use a stage to show yourself off. You might make some change there, but your real aim should be to get hired for some private time. We provide rooms for that purpose."<br><br> "You'll be expected to take care of yourself. If someone tries to rape you just deal with it and don't bother me. I'm not your <<if $pronoun is "m">>daddy<<else>>mommy<</if>>."<br><br> "We take a 40% cut of anything you earn, and don't you dare think you can cheat us either. You'll have access to a dressing room, naturally. I think I've covered everything. So, interested?"<br><br> <<click [[Yes|Brothel Intro2]]>><<set $phase to 1>><<set $brotheljob to 1>><</click>><br> <<click [[No|Brothel Intro2]]>><<set $phase to 2>><</click>><br> <<click [[I need more information|Brothel Intro2]]>><<set $phase to 3>><</click>><br> <<elseif $phase is 1>> "Good! Come by whenever you feel like putting your body to work. I'll let the other staff know you're joining them." <<He>> rises to <<his>> feet and guides you to the top of the stairs. <<if $id is 0>> <<He>> speaks as you descend. "One more thing. If you're having trouble with your legal status we can fix you a fake ID. For a price, obviously." You turn to look at <<him>> but <<he>> is already gone. <<else>> <<He>> doesn't say anything as <<he>> leaves you to descend. <</if>> <br><br> <<click [[Next|Brothel]]>><<endevent>><</click>> <<elseif $phase is 2>> "That's a shame. Well, you know where to find us if you change your mind. A body like yours is sure to sell well." <<He>> rises to <<his>> feet and guides you to the top of the stairs. <<if $id is 0>> <<He>> speaks as you descend. "One more thing. If you're having trouble with your legal status we can fix you a fake ID. For a price, obviously." You turn to look at <<him>> but <<he>> is already gone. <<else>> <<He>> doesn't say anything as <<he>> leaves you to descend. <</if>> <br><br> <<click [[Next|Brothel]]>><<endevent>><</click>> <<elseif $phase is 3>> <<if $devlevel lte 12 and $dev is 1>> <<He>> blinks, then laughs. "You may be a child, but don't pretend you're innocent. You've seen what's going on downstairs, darling. I'm sure you can work out the rest on your own."<br><br> <<else>> <<He>> blinks, then laughs. "Don't be coy. You've seen what's going on downstairs, darling. I'm sure you can work out the rest on your own."<br><br> <</if>> <<click [[I'm interested|Brothel Intro2]]>><<set $phase to 1>><<set $brotheljob to 1>><</click>><br> <<click [[I'm not interested|Brothel Intro2]]>><<set $phase to 2>><</click>><br> <</if>> :: Brothel Dance [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<danceeffects>> <<danceaudience>> <<danceactions>> <<if $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.<br><br> <<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.<br><br> <</if>> <<if $danceevent is "finish">> <<click [[Next|Brothel]]>><<clotheson>><<endevent>><</click>> <<elseif $danceevent is "private">> <<if $promiscuity gte 35>> <<click [[Private room|Brothel Private]]>><<set $enemyno to 1>><</click>><<promiscuous3>><br> <</if>> <<elseif $danceevent is "rape">> <<click [[Next|Brothel Dance Rape]]>><<set $molestationstart to 1>><</click>> <<elseif $danceevent is 0>> <<if $exposed gte 2 and $exhibitionism lte 74>> <<click [[Flee|Brothel Dressing Room]]>><<clotheson>><<endevent>> <</click>> <<elseif $exposed gte 1 and $exhibitionism lte 34>> <<click [[Flee|Brothel Dressing Room]]>><<clotheson>><<endevent>><</click>> <<else>> <<click [[Stop|Brothel]]>><<clotheson>><<endevent>><</click>> <</if>> <</if>> :: Briar's Office [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<briar>><<person1>> <<if $phase is 1>> "Good! Come by whenever you feel like putting your body to work. I'll let the other staff know you're joining them." <<He>> rises to <<his>> feet and guides you to the top of the stairs. <<He>> doesn't say anything as <<he>> leaves you to descend.<br><br> <<click [[Next|Brothel]]>><<endevent>><</click>> <<elseif $brothelshowintro is 0>><<set $brothelshowintro to 1>><<set $brothelshow to "none">> Briar leans beside the window, staring out."Glad you could join me," <<he>> says, not turning to look. "People have been asking for you. Seems you've made a name for yourself." <<He>> turns and sizes you up. "I'd like to hold a little show on <span class="gold">Fridays</span>. Get the punters in. How'd you like to be the star?"<br><br> <<He>> doesn't wait for a response. "Not your usual work I know, and I'll need time to prepare. Think about it, then come visit me and we'll talk specifics. And money.<br><br> <<endevent>> <<click [[Next|Brothel]]>><</click>><br> <<elseif $brotheljob isnot 1>> Briar sprawls on the sofa, holding a glass of wine. <<He>> looks up as you enter. "Have you reconsidered my offer?"<br><br> <<click [[Yes|Briar's Office]]>><<set $brotheljob to 1>><<set $phase to 1>><</click>><br> <<if $id is 0>> <<click [[Inquire about ID Card|Briar's Office ID]]>><</click>><br> <</if>> <<click [[Leave|Brothel]]>><<endevent>><</click>><br> <<else>> Briar sprawls on the sofa, holding a glass of wine. <<He>> looks up as you enter. "Something I can do for you?"<br><br> <<if $brothelshowintro is 1 and $brothelshow is "none">> <<click [[Set up a show|Briar's Office Show]]>><</click>><br> <</if>> <<if $id is 0>> <<click [[Inquire about ID Card|Briar's Office ID]]>><</click>><br> <</if>> <<click [[Leave|Brothel]]>><<endevent>><</click>><br> <</if>> :: Briar's Office ID [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 1>> "Excellent, you won't regret it." <<He>> walks over to <<his>> desk and presses a button concealed behind a painting. A bookcase parts to reveal a workshop manned <<generate2>><<person2>>by a <<person>> staring at bits of paper through a monocle.<br><br> "One ID." Briar says, giving your rear a little smack as you walk past.<br><br> The <<person>> asks you questions and photographs you. After twenty minutes you are in possesion of your ID card.<br><br> <<click [[Next|Brothel]]>><<endevent>><</click>> <<elseif $devstate gte 1>> "I can supply you with a fake ID. But I believe I mentioned it would be expensive, yes? £500 specifically. Don't balk at the cost, these things fool government scanners and border checks. You don't want to take the risk of being caught with a cheap one, believe me."<br><br> <<if $money gte 50000>> <<click [[I'll buy one (0:20)|Briar's Office ID]]>><<set $phase to 1>><<set $id to 1>><<pass20>><<set $money -= 50000>><</click>><br> <</if>> <<click [[Leave|Brothel]]>><<endevent>><</click>><br> <<else>> <<He>> looks you up and down for a moment, then laughs. "I'm sorry, but no amount of paperwork will convince anyone you're an adult. Wait until you've at least started blossoming, then come see me."<br><br> <<click [[Next|Brothel]]>><<endevent>><</click>> <</if>> :: Brothel Private [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> <<set $tipmod to 3>><<tipset>> <<promiscuity3>>You lead the <<person>> into one of the back rooms. It's well-lit compared to the main room, it takes a moment for your eyes to adjust. There's a small stage with a pole in one corner. There's also a sofa, contoured to allow an extensive range of positions.<br><br> <<if $rng gte 71>> Before you can turn around, the <<person>> has their hands wrapped around your waist and their mouth nuzzled against your neck.<br><br> <<click [[Pull away|Brothel Private]]>><<set $phase to 1>><</click>><br> <<click [[Try to negotiate while being fondled|Brothel Private]]>><<garousal60>><<set $phase to 2>><<submission5>><<garousal>><</click>><br> <<else>> The <<person>> stands sheepishly by the door, clearly waiting for you to initiate things.<br><br> <<set $rng to random(1, 100)>> <<if $tipreaction is "low">> You take <<him>> by the hands and sit on the sofa. You negotiate a price of £<<print ($tip / 100)>>, less than you'd hoped.<br><br> "I know it's not much," <<he>> exclaims, "but it's all I can afford and still eat tomorrow." <<He>> looks down at <<his>> feet.<br><br> <<if $rng gte 51>> "Also, if it's okay, I don't want any touching. Well, maybe some, but mainly I'd just like to talk."<br><br> <<click [[Accept|Brothel Private]]>><<set $phase to 3>><<pass30>><</click>><br> <<click [[Refuse|Brothel Private]]>><<set $phase to 4>><</click>><br> <<else>> <<click [[Accept|Brothel Private Sex]]>><<set $consensual to 1>><<set $sexstart to 1>><</click>><br> <<click [[Refuse|Brothel Private]]>><<set $phase to 4>><</click>><br> <</if>> <<elseif $tipreaction is "mid">> You take <<him>> by the hands and sit on the sofa. You negotiate a price of £<<print ($tip / 100)>>, which seems reasonable.<br><br> <<if $rng gte 51>> <<He>> speaks softly, "If it's okay, I don't want any touching. Well, maybe some, but mainly I'd just like to talk."<br><br> <<click [[Accept|Brothel Private]]>><<set $phase to 3>><<pass30>><</click>><br> <<click [[Refuse|Brothel Private]]>><<set $phase to 4>><</click>><br> <<else>> <<click [[Accept|Brothel Private Sex]]>><<set $consensual to 1>><<set $sexstart to 1>><</click>><br> <<click [[Refuse|Brothel Private]]>><<set $phase to 4>><</click>><br> <</if>> <</if>> <</if>> <<elseif $phase is 1>> <<if $rng gte 21>> You pull away from the <<personstop>> <<He>> seems frustrated, but it can't be helped. <<set $enemyanger to $enemyanger + 20>> <<if $tipreaction is "low">> You negotiate a price of £<<print ($tip / 100)>>, less than you'd hoped.<br><br> "You think you're worth more?" <<He>> laughs, "I can pick up sluts like you for free you know. This is charity, this is."<br><br> <<click [[Accept|Brothel Private Sex]]>><<set $consensual to 1>><<set $sexstart to 1>><</click>><br> <<click [[Refuse|Brothel Private]]>><<set $phase to 5>><</click>><br> <<elseif $tipreaction is "mid">> You negotiate a price of £<<print ($tip / 100)>>, which seems reasonable.<br><br> <<click [[Accept|Brothel Private Sex]]>><<set $consensual to 1>><<set $sexstart to 1>><</click>><br> <<click [[Refuse|Brothel Private]]>><<set $phase to 5>><</click>><br> <</if>> <<else>> You try to pull away from the <<his>> intruding hands, but <<he>> grapples your arms with one hand and clamps down on your mouth with the other.<br><br><<set $enemyanger to $enemyanger + 20>> <<click [[Next|Brothel Private Sex]]>><<set $molestationstart to 1>><</click>><br> <</if>> <<elseif $phase is 2>> <<if $tipreaction is "low">> Despite <<his>> unrelenting pawing, you manage to negotiate a price of £<<print ($tip / 100)>>, less than you'd hoped.<br><br> <<elseif $tipreaction is "mid">> Despite <<his>> unrelenting pawing, you manage to negotiate a price of £<<print ($tip / 100)>>, which seems reasonable.<br><br> <</if>> <<click [[Accept|Brothel Private Sex]]>><<set $consensual to 1>><<set $sexstart to 1>><</click>><br> <<click [[Refuse|Brothel Private]]>><<set $phase to 5>><</click>><br> <<elseif $phase is 3>> <<He>> rests <<his>> head on your lap and you gently stroke <<his>> hair. <<He>> talks about mundane topics while you lend a sympathetic ear. Despite the banality of the conversation <<he>> becomes tearful at one point, while mentioning how <<he>> doesn't feel able to open up to <<his>> spouse.<br><br> After <<his>> thirty minutes are up, <<he>> pays you the agreed fee and thanks you for you time. <<He>> seems genuinely grateful.<br><br><<fameprostitution1>> <<clotheson>> <<click [[Next|Brothel]]>><<set $money to $money + $tip>><<endevent>><</click>> <<elseif $phase is 4>> <<He>> nods, eyes downcast. <<He>> doesn't waste any time leaving the room. <br><br> <<clotheson>> <<click [[Next|Brothel]]>><<endevent>><</click>> <<elseif $phase is 5>> <<set $rng to random(1, 100)>> <<if $rng gte 21>> <<He>> looks at you, as if unsure what to do. Finally, <<he>> says "You've probably got something contagious anyway." before leaving the room.<br><br> <<clotheson>> <<click [[Next|Brothel]]>><<endevent>><</click>> <<else>> <<He>> looks at you blankly for a moment, then laughs. "Good one, now get on your knees before I smack you down!" <<He>> assaults you!<br><br> <<click [[Next|Brothel Private Sex]]>><<set $molestationstart to 1>><</click>><br> <</if>> <</if>> :: Brothel Private Sex [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $phase is 1>> <<set $lefthand to "arms">> <<set $leftarm to "grappled">> <<set $rightarm to "grappled">> <<set $righthand to "mouth">> <<set $mouthuse to "grappled">> <<elseif $phase is 5>> <<set $enemyanger to $enemyanger + 40>> <</if>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 40>> <<if $phase is 2>> "This better be worth it," <<he>> says. <<else>> <<set $enemytrust to $enemytrust + 40>> <</if>> <<if $phase is 1>> "This better be worth it," <<he>> says. <<else>> <<set $enemytrust to $enemytrust + 40>> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal lte $enemyarousalmax and $enemyhealth gte 0 and $alarm lte 0 and $finish is 0>> <span id="next"><<click [[Next|Brothel Private Sex]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Brothel Private Sex Finish]]>><</click>></span><<nexttext>> <</if>> :: Brothel Private Sex Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $consensual is 1>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution1>> <<if $phase is 2>> "Here's your pay, whore," the <<person>> gasps as <<he>> finishes off. <<He>> leaves the room without looking at you.<br><br> <<tipreceive>> <<elseif $phase is 1>> "Here's your pay, whore," the <<person>> gasps as <<he>> finishes off. <<He>> leaves the room without looking at you.<br><br> <<tipreceive>> <<else>> <<He>> smiles in contentment. "Thank you for your time. Here you go." <<He>> gives you a broad smile before leaving the room.<br><br> <<tipreceive>> <</if>> <<else>> <<if $phase is 2>> "Fine. I hope you don't expect payment." <<He>> looks at you with disgust before leaving the room.<br><br> <<elseif $phase is 1>> "Fine. I hope you don't expect payment." <<He>> looks at you with disgust before leaving the room.<br><br> <<else>> "Did I do something wrong? I'm sorry!" <<He>> runs from the room.<br><br> <</if>> <</if>> <<else>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<fameprostitution1>> "Here's your pay, whore," the <<person>> gasps as <<he>> finishes off. They leave the room without looking at you.<br><br> <<tipreceive>> <<elseif $enemyhealth lte 0>> You manage to knock the <<person>> backwards, giving you time to escape. <<tearful>> you flee into the busy main room.<br><br> <</if>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Brothel]]>><</click>> :: Brothel Dance Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<if $daystate isnot "night">> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Brothel Dance Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Brothel Dance Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Brothel Dance Rape]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Brothel Dance Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Brothel Dance Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Brothel Dance Rape]]>><</click>></span><<nexttext>> <<endif>> :: Brothel Dance Rape Finish [nobr] <<effects>> <<if $enemyhealth lte 0>> <<if $daystate isnot "night">> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the dressing room. <br><br> <<else>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the dressing room. <br><br> <</if>> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> [[Next|Brothel Dressing Room]] <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $audience is 1>> A cheer erupts from the crowd as the <<person1>><<person>> climaxes. <<tearful>> you manage to stagger away before anyone else gets ideas. <<elseif $audience lte 6>> The <<person1>><<person>> and <<person2>><<person>> highfive each other. <<tearful>> you manage to stagger away while the audience congratulates each other. <<else>> A cheer erupts from the crowd, seems they enjoyed the show. <<tearful>> you manage to stagger away before anyone else gets any ideas. <</if>><br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> [[Next|Brothel Dressing Room]] <</if>> :: Brothel Punishment [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You're sat down on a bench, and hear the engine start. The hood is pulled off you.<<briar>><<generate2>><<generate3>> <<if $brothelintro is 1>> On the seat opposite sits Briar, owner of the brothel. <<person1>><<Hes>> flanked by a <<person2>><<person>> and <<person3>><<personstop>><<person1>><br><br> <<else>><<set $brothelintro to 1>> <<if $pronoun is "m">> On the seat opposite sits a man wearing a blue suit, minus a shirt, showing off his well-toned chest and abdomen. His long chestnut hair hangs loose. <<else>> On the seat opposite sits a woman wearing an expensive-looking red gown with a plunging neckline, revealing a portion of her pert breasts. Her long chestnut hair hangs loose. <</if>><br><br> <<Hes>> flanked by a <<person2>><<person>> and <<person3>><<personstop>><<person1>> <<He>> stares at you with hazel eyes.<br><br> "So you're the waif causing me problems. I'm Briar, owner the finest establishment in town." <<He>> leans back on the bench. <</if>> "I hear you've been selling yourself in the pub. This is a problem. You see, I own all the whores this side of town. And what has your little ass been up to? Whoring, of course. That means I own you. And yet, I haven't received a penny. That changes now."<br><br> The van halts and the <<person2>><<person>> and <<person3>><<person>> haul you out. They lead you to a staircase beside a building, descending underground. If you want to escape, now's your only chance. There are three of them however.<<person1>><br><br> <<click [[Go with them|Brothel Punishment 2]]>><</click>><br> <<click [[Fight|Brothel Punishment Fight]]>><<set $fightstart to 1>><<set $submissive -= 10>><</click>><br> :: Brothel Punishment 2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You are led down a dim corridor. You can hear music playing somewhere above. The <<person2>><<person>> shoves you through a door into a tiny cell with a hole in the wall, then <<he>> and the <<person3>><<person>> start coiling rope around you. Once your arms and legs are held behind you in a hogtie, they hoist you into the air and tie you to the ceiling, leaving you suspended. <br><br> "There," says Briar. "Now you're ready to service our customers. Because I'm kind, you'll only need to help five of them." <<He>> ties your neck to a peg beneath the hole, leaving your mouth pressed against it. "Have fun!" <<He>> shuts the door, leaving you in darkness. <br><br> <<set $leftarm to "bound">> <<set $rightarm to "bound">> <<set $head to "bound">> <<set $feetuse to "bound">> <<set $punishmenthole to 5>> <<endevent>> <<click [[Next|Brothel Punishment Gloryhole]]>><</click>><br> :: Brothel Punishment Fight [nobr] <<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust - 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> At the first sign of resistance, Briar laughs. "Oh little <<girlcomma>> you're not going anywhere." <br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Brothel Punishment Fight Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Brothel Punishment Fight Finish]]>><</click>></span><<nexttext>> <<elseif $pain gte 100>> <span id="next"><<click [[Next|Brothel Punishment Fight Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Brothel Punishment Fight]]>><</click>></span><<nexttext>> <</if>> :: Brothel Punishment Fight Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Don't let the <<girl>> escape!" shouts Briar to <<briar>><<his>> goons once <<he>> stops shuddering, but you're already gone. <<tearful>> you flee down the road.<br><br> <<clotheson>> <<endcombat>> <<harvestquick>> <<elseif $enemyhealth lte 0>> You knock the <<person2>><<person>> aside, giving you the chance you need. <<tearful>> you run through the gap created and flee down the road. <<briar>>You hear Briar shout at <<his>> subordinates.<<ltrauma>><<lstress>><<ltrauma60>><<lstress60>><br><br> <<clotheson>> <<endcombat>> <<harvestquick>> <<else>> Briar laughs again. "Aww, is the little <<girl>> hurt?" You're far too injured to resist any longer. The <<person2>><<person>> and <<person3>><<person>> drag you down the staircase.<br><br> <<click [[Next|Brothel Punishment 2]]>><</click>><br> <</if>> :: Brothel Punishment Gloryhole [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $punishmenthole lte 0>> <<briar>><<person1>>The cell door opens and Briar steps in, holding a knife. <<He>> severs the rope holding you to the ceiling and you fall to the ground. "Now we're even," <<he>> says as <<he>> cuts more rope. "If you want to sell that cute little body of yours in the future, you do so under my roof." <<He>> finishes cutting and steps back. "Is that understood? Good." <<He>> steps aside and a <<generate2>><<person2>><<person>> enters the cell. <<He>> drags you out the way you came in and slams the door behind you. <<briar>>They left your arms bound.<br><br> <<if $brothelknown isnot 1>> <<set $brothelknown to 1>><span class="gold">You can now access the Brothel on Harvest Street.</span> <</if>> <<clotheson>> <<endevent>> <<set $head to 0>> <<set $feetuse to 0>> <<click [[Next|Harvest Street]]>><</click>><br> <<elseif $punishmentposition is "wall">> You're suspended by rope in a cell, your ass and <<genitals>> poking through a hole in the wall. Strain as you might, you can't move your body an inch.<br><br> <<set $punishmenthole -= 1>> <<generate1>><<person1>> Someone pinches your <<bottomstop>><br><br> <<click [[Next|Brothel Punishment Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> You're suspended by rope in a cell, your mouth held against a hole in the wall. Strain as you might, you can't move your body an inch.<br><br> <<set $punishmenthole -= 1>> <<generate1>><<person1>> <<if $vagina is "clothed">> Someone presses their pussy against the hole, and your lips.<br><br> <<else>> Someone sticks their penis through the hole, and against your lips.<br><br> <</if>> <<click [[Next|Brothel Punishment Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Brothel Punishment Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $punishmentposition is "wall">> <<set $position to "wall">> <<set $enemyhealthmax to 1000>><<set $enemyhealth to 1000>> <<else>> <<npcoral>> <<set $enemyhealthmax to 10>><<set $enemyhealth to 10>> <<set $enemyarousal to $enemyarousalmax - 100>> <<set $lefthand to "none">> <<set $righthand to "none">> <<set $mouth to "none">> <</if>> <<endif>> <<set $enemyarousal += 10>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0 or $penisbitten is 1>> <span id="next"><<click [[Next|Brothel Punishment Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Brothel Punishment Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Brothel Punishment Molestation]]>><</click>></span><<nexttext>> <</if>> :: Brothel Punishment Molestation Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $forcedprostitutionstat += 1>> <<tearful>> you mentally prepare for more abuse.<br><br> <<endcombat>> <<click [[Next|Brothel Punishment Gloryhole]]>><</click>> <<else>> The <<person>> recoils from the hole. You hear <<him>> shout at someone, then silence. <<endevent>><<briar>><<person1>>A minute later Briar opens your cell. "I was so trying to be nice," <<he>> says. "But if you're going to behave so poorly, there's only one option." <<He>> unclips your neck, then pulls a level at the base of the wall. The hole expands several times in size. <<He>> spins you around and presses your behind into the hole, before clipping you in place once more. "There. Now our customers get to enjoy a less violent part of you." <<He>> slams the door shut this time.<br><br> <<set $punishmenthole += 1>><<pass1>><<set $punishmentposition to "wall">> <<endcombat>> <<click [[Next|Brothel Punishment Gloryhole]]>><</click>><br> <</if>> :: Briar's Office Show [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> "Good," <<he>> says. <<if $weekday is 6>> "There's not enough time to prepare for a show today, but we can hold one next week." <<else>> <</if>> <<He>> rises to <<his>> feet and walks behind <<his>> desk. "We have several options. The first is a simple performance. You flirt with the audience a bit, then invite an audience member, actually an actor, up on stage to fuck you. I'll pay you £600."<br><br> <<He>> sits down. "Or you could play an uptight school <<girl>> lost in a bad part of town. Gangbang ensues. £1000 for that one. You'll need a school outfit of course. I suspect you already have one." <<He>> smirks. "Would that be too close to home?"<br><br> <<if $bestialitydisable is "f">> "Or," <<he>> says. "We could get a pig in from one of the local farms. Then you do nasty things with it for the audience's amusement. I don't know how many would be into it, but it would get tongues flapping. Which is what we want. You'll get £1500 for that."<br><br> <</if>> "So what takes your fancy?"<br><br> <<if $promiscuity lte 54 and $deviancy lte 74>> You aren't promiscuous or deviant enough to take up any of the offers.<br><br> <</if>> <<if $promiscuity gte 55>> <<click [[Flirt and fuck|Briar's Office Show 2]]>><<set $phase to 0>><</click>><<promiscuous4>><br> <</if>> <<if $promiscuity gte 75>> <<click [[Roleplay gangbang|Briar's Office Show 2]]>><<set $phase to 1>><</click>><<promiscuous5>><br> <</if>> <<if $bestialitydisable is "f" and $deviancy gte 75>> <<click [[Pig|Briar's Office Show 2]]>><<set $phase to 2>><</click>><<deviant5>><br> <</if>> <<click [[Leave|Brothel]]>><<endevent>><</click>><br> :: Briar's Office Show 2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $weekday is 6>><<set $brothelshowdone to 1>><</if>> <<if $phase is 0>><<set $brothelshow to "flirt">> You agree to flirt with the audience and get fucked on stage. "Alright," <<he>> says. "Just act cute. <<elseif $phase is 1>><<set $brothelshow to "gangbang">> You agree to roleplay as a school <<girl>> and get gangbanged on stage. "Don't be nervous about acting," <<he>> says as <<he>> stands up. "That's not what the audience will be there for. <<elseif $phase is 2>><<set $brothelshow to "pig">> You agree to fuck a pig on stage. "You're a dirty one," <<he>> says as <<he>> stands up. "This is going to draw them in. <</if>> I'll make sure everything's set up nicely. <<if $weekday is 6>> There's no time to set it up for today. <span class="gold">We'll be ready next friday.</span> <</if>> I'm sure your fans will be excited." <<He>> escorts you to the top of the stairs. "Just makes sure you show up. People are coming to see you. I won't be able to placate them with some random whore."<br><br> <<click [[Leave|Brothel]]>><<endevent>><</click>><br><br> :: Brothel Show [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<briar>><<person1>> <<if $brothelshow is "flirt">><<set $brothelshow to "none">><<set $brothelshowdone to 1>> Briar turns to you. "We're all set and ready. Just waiting for the star. Look out for the blue cap." You walk onto the stage. A single white light turns on above you, and the din of the dark room falls quiet. You can't see beyond the edge of the stage, but you can feel the eyes on you.<br><br> <<endevent>><<generate1>><<person1>> You flirt with the audience. Your eyes adjust and you just about make them out. You see a <<person>> wearing a blue cap at the front.<br><br> "I'm so horny," you say. "I can't take it anymore. I need a volunteer." Hands shoot up across the room.<<promiscuity4>><br><br> <<click [[Point at the actor|Brothel Show Flirt]]>><<set $phase to 0>><</click>><br> <<click [[Point at a customer|Brothel Show Flirt]]>><<set $phase to 1>><</click>><br> <<elseif $brothelshow is "gangbang">> <<if $uppertype is "school" and $lowertype is "school">> <<set $brothelshow to "none">><<set $brothelshowdone to 1>>Briar turns and beholds you. "Cute. We're all set and ready. There's no script. Try to antagonise the audience a bit." You walk onto the stage. A single white light turns on above you, and the din of the dark room falls quiet. You can't see beyond the edge of the stage, but you can feel the eyes on you.<br><br> "Ladies and gentlemen," Briar's voice rings throughout the room. "Today we'll witness the tale of the school <<girl>> who wandered into the wrong part of town." Cheers and whistles erupt from the audience. "<<pShes>> top of <<pher>> class, but has no experience outside <<pher>> bubble. What will become of <<phim>> I wonder?" <<endevent>><<generate1>><<generate2>><<generate3>><<generate4>><<person1>>Four of Briar's other employees climb on beside you. They face each other and feign talking, pretending not to notice you and waiting for your lead.<br><br> <<click [[Stuck-up|Brothel Show Gangbang]]>><<set $phase to 0>><</click>><br> <<click [[Lost and scared|Brothel Show Gangbang]]>><<set $phase to 1>><</click>><br> <<else>> Briar turns and beholds you. "We're ready. Change into your school uniform and we can begin."<br><br> <<click [[Next|Brothel]]>><<endevent>><</click>> <</if>> <<elseif $brothelshow is "pig">><<set $brothelshow to "none">><<set $brothelshowdone to 1>> Briar turns to you. "We're all set and ready. Just waiting for the star." The cage beside <<him>> shakes. "The beast is a bit worked up, but I'm sure you can handle it." You walk onto the stage. A single white light turns on above you, and the din of the dark room falls quiet. You can't see beyond the edge of the stage, but you can feel the eyes on you.<br><br> "Ladies and gentlemen," Briar's voice rings throughout the room. "A special treat for you today. The tale of a <<girl>> lost in the woods, attacked by a ravening beast!" You hear the cage open, and the pig walks onto the stage. A leash is attached to its neck and trails behind the set. It has slack enough to reach you. The audience cheers it on.<<deviancy5>><br><br> <<endevent>> <<click [[Next|Brothel Show Pig]]>><<set $sexstart to 1>><</click>><br> <</if>> :: Brothel Show Gangbang [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> You put your hands on your hips. "This place stinks," you say. You stare out at the audience. "What are you lot looking at? Keep your filthy gaze away from me." The audience responds with a theatric boo. One of Briar's other employees, a <<person1>><<personcomma>> walks towards you and trips, brushing against your leg on the way down. "Ew!" you exclaim. "Get away from me!" You kick at <<his>> head.<br><br> "You shouldn't treat <<him>> like that," <<person2>>says another of Briar's actors behind you. "Stop it."<br><br> "I'll treat you scum how I want." You gesture at the audience. "That goes for all of you." The booing redoubles. The <<person1>><<person>> stands up and grabs your arms. The audience cheers. "Let go of me!" You pretend to struggle.<br><br> "I think it's time you learnt some manners," the <<person1>><<person>> says. The four of them surround you on all sides save the one facing the audience and start groping and probing at your body. You protest as their fingers explore you, dipping between the buttons on your shirt and up your thighs beneath your $lowerclothes.<br><br> The audience is into it.<br> "Fuck <<pher>> perfect face."<br> "Show <<phim>> who's boss."<br> "Teach <<phim>> what <<pshes>> really good for."<br><br> Your protests become weaker, and you instead start to moan.<<promiscuity5>><br><br> <<click [[Next|Brothel Show Gangbang Sex]]>><<set $sexstart to 1>><</click>><br> <<elseif $phase is 1>> You adopt a frightened face and look at out at the audience. "I must have taken a wrong turn. I don't know where I am!"<br><br> One of Briar's actors, a <<person1>><<personcomma>> walks up to you. "Hey little <<girlcomma>> you lost?" <<he>> asks. <<He>> prowls around you, leering at your body.<br><br> "Rape <<phimcomma>>" someone in the audience shouts.<br><br> "Y-yes," you say. You hear the other three move closer behind you. "I'm lost and scared and all alone. Will you help me?"<br><br> The <<person>> laughs. "Sure, we'll help." <<He>> grips your arm as someone else takes the other from behind you. The four of them start groping and probing your body. You protest as their fingers explore you, dipping between the buttons on your shirt and up your thighs beneath your $lowerclothes. It's not long before your resistance gives way to moans of pleasure.<<promiscuity5>> <<click [[Next|Brothel Show Gangbang Sex]]>><<set $sexstart to 1>><</click>><br> <</if>> :: Brothel Show Gangbang Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 100>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Brothel Show Gangbang Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Brothel Show Gangbang Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Brothel Show Gangbang Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Brothel Show Gangbang Sex]]>><</click>></span><<nexttext>> <</if>> :: Brothel Show Gangbang Sex Finish [nobr] <<effects>> <<if $finish is 1>> The <<person1>><<person>> steadies you while the others give you space. <<endevent>><<briar>><<person1>>"Why are you stopping?" Briar storms onto the stage. <<He>> glares at you, then seems to remember where <<he>> is. <<He>> smiles at the audience. "Apologies my friends, but that will be all for today." <<He>> ushers you and the others off the stage.<br><br> <<clotheson>> <<endcombat>> <<briar>><<person1>>"Unprofessional," <<he>> says once you're off the stage and out of sight. "Don't expect payment."<<set $briarlove -= 1>><br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $phase is 0>> <<person1>>"Not so stuck-up now, are ya?" the <<person>> says. They leave you lying on the stage. The audience cheer and applaud as you stand and bow. <<else>> "M-more," you whimper. They leave you lying on the stage. The audience cheer and applaud as you stand and bow. <</if>> <br><br> <<clotheson>> <<endcombat>> <<briar>><<person1>>Briar's waiting for you behind the stage. "Nice work," <<he>> says. <<if $phaselast is 0>> "Everyone likes to see a stuck-up <<girl>> get ruined like that." <<else>> "I almost believed your performance myself." <</if>> <<He>> hands you the £1000 <<he>> promised.<<set $money += 100000>><<set $briarlove += 1>><br><br> <<elseif $enemyhealth lte 0>> You knock the actors away from you and escape from the stage.<br><br> <<clotheson>> <<endcombat>> <<briar>><<person1>>Briar catches you as you pass. "Not so quick," <<he>> says. "Listen." You realise the audience are cheering. "That was unexpected, but they enjoyed it." <<He>> hands you the £1000 <<he>> promised.<<set $money += 100000>><<set $briarlove += 1>><br><br> <</if>> <<endevent>> You return to the dressing room.<br><br> <<click [[Next|Brothel Dressing Room]]>><</click>> :: Brothel Show Flirt [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> You invite the <<person>> up on stage. <<He>> points at <<his>> chest with a look of astonishment on <<his>> face, then clambers up.<br><br> "T-take me now," you say. <<He>> nods, and pushes you to your knees.<br><br> <<click [[Next|Brothel Show Flirt Sex]]>><<set $sexstart to 1>><</click>><br> <<else>> <<endevent>> You invite a <<generate1>><<person1>><<person>> onto the stage. <<He>> trips on <<his>> way to the front, but manages to make it up. <<He>> waves back at someone in the audience.<br><br> "T-take me now," you say. <<He>> paws at you with clumsy hands.<br><br> <<click [[Next|Brothel Show Flirt Sex]]>><<set $sexstart to 1>><</click>><br> <</if>> :: Brothel Show Flirt Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 100>> <<if $phase is 0>> <<npcoral>> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Brothel Show Flirt Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Brothel Show Flirt Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Brothel Show Flirt Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Brothel Show Flirt Sex]]>><</click>></span><<nexttext>> <</if>> :: Brothel Show Flirt Sex Finish [nobr] <<effects>> <<if $finish is 1>> The <<person1>><<person>> steps away from you. <<endevent>><<briar>><<person1>>"Why are you stopping?" Briar storms onto the stage. <<He>> glares at you, then seems to remember where <<he>> is. <<He>> smiles at the audience. "Apologies my friends, but that will be all for today." <<He>> ushers you off the stage.<br><br> <<clotheson>> <<endcombat>> <<briar>><<person1>>"Unprofessional," <<he>> says once you're off the stage and out of sight. "Don't expect payment."<<set $briarlove -= 1>><br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $phase is 0>> <<person1>>The <<person>> waves at the audience, then jumps from the stage. The audience cheer and applaud. <<else>> <<person1>>"M-more," you whimper. They leave you lying on the stage. The audience cheer and applaud as you stand and bow. <</if>> <br><br> "Thank you to the fine <<if $pronoun is "m">>gentleman<<else>>lady<</if>> who joined me today," you say. "I hope you enjoy your time here." You walk off the stage.<br><br> <<clotheson>> <<endcombat>> <<briar>><<person1>>Briar's waiting for you. "Nice work," <<he>> says. <<if $phase is 0>> <<else>> "Try to pick the right person next time darling," <<he>> says. "The lights are obnoxious but you should be able to see." <</if>> <<He>> hands you the £600 <<he>> promised.<<set $money += 60000>><<set $briarlove += 1>><br><br> <<elseif $enemyhealth lte 0>> You knock the <<person>> away from you and escape from the stage.<br><br> <<clotheson>> <<endcombat>> <<briar>><<person1>>Briar catches you as you pass. "Not so quick," <<he>> says. "Listen." You realise the audience are cheering. "That was unexpected, but they enjoyed it." <<He>> hands you the £600 <<he>> promised.<<set $money += 60000>><<set $briarlove += 1>><br><br> <</if>> <<endevent>> You return to the dressing room.<br><br> <<click [[Next|Brothel Dressing Room]]>><</click>> :: Brothel Show Pig [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "pig">><<set $enemyanger += 50>><<set $enemytrust -= 40>> <<endif>> <<effects>> <<effectsman>> <br><<beast>><br><br> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Brothel Show Pig Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Brothel Show Pig Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Brothel Show Pig Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Brothel Show Pig]]>><</click>></span><<nexttext>> <</if>> :: Brothel Show Pig Finish [nobr] <<effects>> <<if $finish is 1>> The pig trots behind the stage as Briar storms onto it.<<endevent>><<briar>><<person1>>"Why are you stopping?"<<He>> glares at you, then seems to remember where <<he>> is. <<He>> smiles at the audience. "Apologies my friends, but that will be all for today." <<He>> ushers you off the stage.<br><br> <<clotheson>> <<endcombat>> <<briar>><<person1>>"Unprofessional," <<he>> says once you're off the stage and out of sight. "Don't expect payment."<<set $briarlove -= 1>><br><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Someone behind the stage tugs on the leash and the pig walks off. <<tearful>> you climb to your feet, bow, and follow.<br><br> <<clotheson>> <<endcombat>> <<briar>><<generate2>><<person1>>Briar's waiting for you. "Nice work," <<he>> says. A <<person2>><<person>> struggles to stuff the pig back in its cage beside <<person1>><<himstop>> <<He>> hands you the £1500 <<he>> promised.<<set $money += 150000>><<set $briarlove += 1>><br><br> <<elseif $enemyhealth lte 0>> The pig runs away from you in fright. The audience cheers and you follow it off the stage.<br><br> <<clotheson>> <<endcombat>> <<briar>><<person1>>Briar waits for you beside the pig, which hides in its cage. "They weren't expecting to see a <<girl>> fight a pig," <<he>> says. "They seemed to enjoy the spectacle." <<He>> hands you the £1500 <<he>> promised.<<set $money += 150000>><<set $briarlove += 1>><br><br> <</if>> <<endevent>> You return to the dressing room.<br><br> <<click [[Next|Brothel Dressing Room]]>><</click>> :: Brothel Stage [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You are behind the largest stage in the brothel. This is where the more involved performances are prepared.<br><br> <<if $brothelshow isnot "none" and $weekday is 6 and $brothelshowdone isnot 1>> You see Briar talking to someone near the largest stage. You agreed to perform today.<br><br> <<click [[Star in show|Brothel Show]]>><</click>><br> <</if>> <<click [[Leave|Brothel]]>><</click>><br> :: Brothel Punishment Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<set $position to "wall">><<set $head to "bound">> <<generate1>><<person1>><<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Brothel Punishment Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Brothel Punishment Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Brothel Punishment Rape]]>><</click>></span><<nexttext>> <</if>> :: Brothel Punishment Rape Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> gives you a last pinch, then leaves you alone.<br><br> <<endcombat>><<set $leftarm to "bound">><<set $rightarm to "bound">> <<else>> You kick the <<person>> away from you. You hear <<him>> grumble, but <<he>> leaves you alone.<br><br> <<endcombat>><<set $leftarm to "bound">><<set $rightarm to "bound">> <</if>> <<set $punishmenthole -= 1>> <<if $punishmenthole lte 0>> <<briar>><<person1>> The door swings open. Briar walks in. "I hope you've had fun," <<he>> says. <<He>> pulls the lever and the grip around your waist lessens. You wiggle into the room and drop to the floor.<br><br> "You can show yourself out. Remember, your little ass belongs to me."<br><br> <<unbind>> <<clotheson>> <<endevent>> <<click [[Next|Harvest Street]]>><<set $eventskip to 1>><</click>><br> <<elseif $punishmenthole is 5>> <<briar>><<person1>> The door swings open. Briar walks in and kneels in front of you, holding a card. It's a picture of your face, with your age and "£10" marked on it. "I thought you'd want to see how they see you," <<he>> nods at the wall your <<bottom>> is stuck in. "If you don't want to be sold so cheap, stop being such a greedy <<girlstop>>" <<He>> rises to <<his>> feet. "Break's over." <<He>> slams the door on <<his>> way out.<br><br> <<endevent>> <<click [[Next|Brothel Punishment Rape]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<tearful>> you prepare for more abuse. You don't need to wait long.<br><br> <<click [[Next|Brothel Punishment Rape]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Brothel Pay [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> Briar counts the money. "Good," <<he>> nods at <<his>> thugs, who stop blocking the door. "I don't care if you're kidnapped by fucking wolves, next time you'll be there." <<He>> returns to <<his>> office.<br><br> <<click [[Next|Brothel]]>><<endevent>><</click>><br> :: Brothel Pay Refuse [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> Briar withdraws <<his>> hand. <<He>> nods at <<his>> thugs. "Fine," <<he>> says. "There are other ways you can pay."<br><br> <<click [[Next|Brothel Pay Strip]]>><<set $molestationstart to 1>><</click>><br> :: Brothel Pay Strip [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcstrip>><<npcidlegenitals>> <<set $enemyanger += 200>><<set $enemytrust -= 60>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Brothel Pay Strip Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Brothel Pay Strip Finish]]>><</click>></span><<nexttext>> <<elseif $pain gte 100>> <span id="next"><<click [[Next|Brothel Pay Strip Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Brothel Pay Strip]]>><</click>></span><<nexttext>> <</if>> :: Brothel Pay Strip Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The crowd applauds, as if it were a show. Perhaps they think it was.<br><br> <<person1>>Briar steadies <<himself>> against a chair. <<He>> looks at the crowd gathered to watch the spectacle and smiles. "You do know how to get their attention," <<he>> says, barely audible over the sound of the music. "Just show up next time." <<He>> returns to <<his>> office.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Brothel]]>><</click>><br> <<elseif $enemyhealth lte 0>> <<person1>>You knock Briar back into a table. <<He>> crashes through it, the drinks on it spilling everywhere. <<His>> thugs don't know what to do. The crowd applauds, as if it were a show. Perhaps they think it was.<br><br> Briar climbs to <<his>> feet and brushes <<himself>> down. <<He>> looks at the crowd gathered to watch the spectacle and smiles. "You do know how to get their attention," <<he>> says, barely audible over the sound of the music. "Just show up next time." <<He>> returns to <<his>> office.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Brothel]]>><</click>><br> <<else>> <<person1>>You're too hurt to continue fighting, and fall to the ground in a heap. The crowd applauds, as if it were a show. Perhaps they think it is.<br><br> Briar bows to the audience. "Thank you, thank you," <<he>> says. "And now my friends, feel free to use this whore. On the house." Another cheer, then hands reach out from all around.<br><br> <<endcombat>> <<click [[Next|Brothel Pay Rape]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Brothel Pay Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<man1init>><<person1>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Brothel Pay Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Brothel Pay Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Brothel Pay Rape]]>><</click>></span><<nexttext>> <</if>> :: Brothel Pay Finish [nobr] <<effects>> <<if $enemyhealth lte 0>> Some of the assailants recoil in pain. You crawl through the gap created, and manage to make it to the dressing room unmolested. <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> [[Next|Brothel Dressing Room]] <<else>> <<ejaculation>> A cheer erupts from the crowd, seems they enjoyed the show. <<tearful>> you escape to the dressing room.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> [[Next|Brothel Dressing Room]] <</if>>
fire2244/degrees
game/loc-brothel.twee
twee
unknown
56,666
:: Bus Station [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You are in the bus station. <<if $daystate is "day">> The main building is mostly empty, with the majority of vehicles in use. <<elseif $daystate is "night">> The building is packed with parked vehicles. <<else>> The main building is mostly empty, with the majority of vehicles in use. <</if>> <br><br> <<if $stress gte 10000>><<passoutstreet>> <<else>> <<if $exposed gte 1>><<exhibitionismbuilding>> <<if $daystate is "night">> <<set $danger to random(1, 10000)>><<set $dangerindustrial to 0>> <<if $danger gte (9900 - ($allure)) and $eventskip is 0>><<set $dangerindustrial to random(1, 100)>> <<if $dangerindustrial gte 1>> <<busstationex1>> <</if>> <<else>> <<click [[Harvest Street (0:02)->Bus Station Front Door]]>><<pass2>><<endclick>><br> <<click [[Leave via back door (0:02)|Industrial alleyways]]>><<pass2>><</click>><br><br> <</if>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerindustrial to 0>> <<if $danger gte (9900 - ($allure * 2)) and $eventskip is 0>><<set $dangerindustrial to random(1, 100)>> <<if $dangerindustrial gte 1>> <<busstationex1>> <</if>> <<else>> <<click [[Leave via back door (0:02)|Bus Station Back Door]]>><<pass2>><</click>><br><br> <</if>> <</if>> <<else>> <<if $daystate is "night">> <<click [[Harvest Street (0:02)->Bus Station Front Door]]>><<pass2>><<endclick>><br> <<click [[Leave via back door (0:02)|Bus Station Back Door]]>><<pass2>><</click>><br><br> <<else>> <<click [[Harvest Street (0:02)->Harvest Street]]>><<pass2>><<endclick>><br> <<click [[Leave via back door (0:02)|Bus Station Back Door]]>><<pass2>><</click>><br><br> <</if>> <</if>> <</if>> <<set $eventskip to 0>> :: Bus Station Front Door [nobr] <<set $outside to 0>><<effects>><<set $lock to 100>> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Harvest Street]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Bus Station]]>><</click>><br> :: Bus Station Back Door [nobr] <<set $outside to 0>><<effects>><<set $lock to 0>> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Industrial alleyways]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Bus Station]]>><</click>><br> :: Bus Station Entrance [nobr] <<set $outside to 0>><<effects>><<set $lock to 100>> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Bus Station]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Harvest Street]]>><</click>><br> :: Bus Station Back Entrance [nobr] <<set $outside to 0>><<effects>><<set $lock to 0>> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Bus Station]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Industrial alleyways]]>><</click>><br> :: Widgets Bus Station Ex [widget] <<widget "busstationex1">><<nobr>> <<generate1>><<generate2>> <<person1>>You are crouching behind a parked bus when you are accosted from behind!<br><br> <<click [[Next|Molestation Bus Station]]>><<set $molestationstart to 1>><</click>> <</nobr>><</widget>> :: Molestation Bus Station [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationindustrial">> <<man2init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->Bus Station Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Bus Station Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Bus Station Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Molestation Bus Station]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Bus Station Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Bus Station Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Molestation Bus Station]]>><</click>></span><<nexttext>> <<endif>> :: Bus Station Alarm Double-click this passage to edit it. :: Bus Station Ejaculation [nobr] <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> They give you one last smack to the face, then leave you lying broken on the ground.<<violence3>><br><br> <<elseif $enemyanger gte 1>> Without a word, they leave you lying broken on the ground.<br><br> <<else>> Smiling, <<person>> kisses you on the cheek. "This is for you." They get up and leave you lying broken on the ground.<<set $money to $money + 500>><br> You've gained £5.<br><br> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<tearful>> you rise to your feet. <<clotheson>> <<endcombat>> <<set $eventskip to 1>> [[Next|Bus Station]] :: Bus Station Escape [nobr] <<effects>> <<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you escape through the back door, which is fortunately open.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<industrialeventend>>
fire2244/degrees
game/loc-bus station.twee
twee
unknown
6,360
:: Bus [nobr] <<set $outside to 0>><<effects>> You climb aboard the bus. Tickets cost £1.<br><br> <<if $money gte 100>> Residential<br> <<click [[Buy a ticket to Domus Street (Home)|Bus seat]]>><<set $bus to "domus">><<set $money to $money - 100>><<endclick>><br> <<click [[Buy a ticket to Barb Street (Studio)|Bus seat]]>><<set $bus to "barb">><<set $money to $money - 100>><<endclick>><br> <<click [[Buy a ticket to Danube Street (Mansions)|Bus seat]]>><<set $bus to "danube">><<set $money to $money - 100>><<endclick>><br> <<click [[Buy a ticket to Wolf Street (Temple)|Bus seat]]>><<set $bus to "wolf">><<set $money to $money - 100>><<endclick>><br> <br> Commercial<br> <<click [[Buy a ticket to High Street (Shopping Centre)|Bus seat]]>><<set $bus to "high">><<set $money to $money - 100>><<endclick>><br> <<click [[Buy a ticket to Connudatus Street (Clubs)|Bus seat]]>><<set $bus to "connudatus">><<set $money to $money - 100>><<endclick>><br> <<click [[Buy a ticket to Cliff Street (Cafe)|Bus seat]]>><<set $bus to "cliff">><<set $money to $money - 100>><<endclick>><br> <<click [[Buy a ticket to Nightingale Street (Hospital)|Bus seat]]>><<set $bus to "nightingale">><<set $money to $money - 100>><<endclick>><br> <<click [[Buy a ticket to Starfish Street (Beach)|Bus seat]]>><<set $bus to "starfish">><<set $money to $money - 100>><<endclick>><br> <<click [[Buy a ticket to Oxford Street (School)|Bus seat]]>><<set $bus to "oxford">><<set $money to $money - 100>><<endclick>><br> <br> Industrial<br> <<click [[Buy a ticket to Elk Street|Bus seat]]>><<set $bus to "elk">><<set $money to $money - 100>><<endclick>><br> <<click [[Buy a ticket to Mer Street (Docks)|Bus seat]]>><<set $bus to "mer">><<set $money to $money - 100>><<endclick>><br> <<click [[Buy a ticket to Harvest Street (Pub)|Bus seat]]>><<set $bus to "harvest">><<set $money to $money - 100>><<endclick>><br> <<else>> You cannot afford the fare.<br><br> <</if>> <br><br> Get off<br> <<destination>> :: Widgets Bus [widget] <<widget "buswait">><<nobr>> <<click [[Wait for a bus (0:02)|Bus]]>><<pass2>><<endclick>><br> <</nobr>><</widget>> :: Bus seat [nobr] <<set $outside to 0>><<effects>> <<if $weekday isnot 1 and $weekday isnot 7 and $hour gte 7 and $hour lte 8>> You bus is crowded with children on their way to school. <<elseif $weekday isnot 1 and $weekday isnot 7 and $hour is 15>> You bus is crowded with children on their way home from school. <</if>> <<if $weather is "rain">> Rain thuds against the windowpanes. <</if>> You take a seat and look out the window.<br><br> <<if $stress gte 10000>><<passoutbus>> <<else>> <<set $dangerbus to 0>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>><<set $dangerbus to random(1, 2)>> <<if $dangerbus is 1>> <<generate1>>A <<person1>><<person>> sits down next to you and rests a hand on your leg.<br><br> <<if $rng gte 61>> <<click [[Move|Bus move]]>><<set $molestationstart to 1>><</click>><<gharass>><br> <<else>> <<click [[Move|Bus move Safe]]>><</click>><<gharass>><br> <</if>> <<if $rng gte 81>> <<click [[Don't move|Bus endure]]>><<set $molestationstart to 1>><</click>><<gtrauma>><<gstress>><br><br> <<else>> <<click [[Don't move|Bus endure safe]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br><br> <</if>> <<elseif $dangerbus is 2>> <<if $weekday isnot 1 and $weekday isnot 7 and $hour gte 7 and $hour lte 8>> Some delinquents are picking on the less popular students.<br><br> <<if $cool lt 80>> <<generatey1>><<generatey2>><<generatey3>><<person1>>One of them, a <<personcomma>> sits beside you. Two of <<his>> friends, a <<person2>><<person>> and <<person3>><<personcomma>> sit in front of you and lean over the backs of their seats.<br><br> "We didn't say you could use our bus." Says the <<person1>><<personstop>><br> "<<pShes>> probably too stupid to know any better." the <<person2>><<person>> interjects.<br> The <<person3>><<person>> grins at you. "I know," <<he>> says. "How about you <<pullup>> your $upperclothes? Let's see some skin."<br><br> <<click [[Comply|Bus Comply]]>><<gtrauma60>><<gstress60>><<set $submissive += 1>><</click>><<gtrauma>><<gstress>><br> <<click [[Refuse|Bus Refuse]]>><<set $submissive -= 1>><</click>><br> <<else>> Your bus arrives at your destination.<br><br> <<destination5>> <</if>> <<elseif $weekday isnot 1 and $weekday isnot 7 and $hour is 15>> Some delinquents are picking on the less popular students.<br><br> <<if $cool lt 80>> <<generatey1>><<generatey2>><<generatey3>><<person1>>One of them, a <<personcomma>> sits beside you. Two of <<his>> friends, a <<person2>><<person>> and <<person3>><<personcomma>> sit in front of you and lean over the backs of their seats.<br><br> "We didn't say you could use our bus." Says the <<person1>><<personstop>><br> "<<pShes>> probably too stupid to know any better." the <<person2>><<person>> interjects.<br> <<if $playergenderappearance is "m" and $uppertype is "naked">> "Probably. <<pShe>> even forgot <<pher>> shirt."<br> "Or maybe <<pshe>> doesn't like wearing clothes at all. Maybe <<pshe>> would like our help removing them."<br><br> <<if $submissive lte 850>> "Fuck off," you say, determined to not be bullied.<br><br> <<elseif $submissive gte 1150>> You look at your lap and shake your head.<br><br> <<else>> "Leave me alone," you say.<br><br> <</if>> "I insist," says the <<person1>><<personcomma>> grabbing your $lowerclothes.<br><br> <<click [[Next|Bus School Strip]]>><<set $molestationstart to 1>><</click>><br> <<else>> The <<person3>><<person>> grins at you. "I know," <<he>> says. "How about you <<pullup>> your $upperclothes? Let's see some skin."<br><br> <<click [[Comply|Bus Comply]]>><<gtrauma60>><<gstress60>><<set $submissive += 1>><</click>><<gtrauma>><<gstress>><br> <<click [[Refuse|Bus Refuse]]>><<set $submissive -= 1>><</click>><br> <</if>> <<else>> Your bus arrives at your destination.<br><br> <<destination5>> <</if>> <<else>> <<generate1>><<generate2>>The <<people>> in the bus seem to be crowding around you. Some even move seats to be closer.<br><br> <<if $daystate is "night">> The bus approaches your destination but doesn't slow down. You stand to tell the driver, but a <<person1>><<person>> blocks your path. "Going so soon?" A <<person2>><<person>> grabs you from behind. "You should know better than to wander at night."<br><br> <<click [[Next|Bus Seat Rape]]>><<set $molestationstart to 1>><</click>><br> <<else>> The bus arrives at your destination. As you walk down the aisle a <<person1>><<person>> grabs your arm. "Don't leave yet, we need some company," <<he>> says as you struggle free. <<catcall>> They laugh as you leave the bus. <<gtrauma>><<gstress>><<gtrauma60>><<gstress60>><br><br> <<endevent>> <<destination5>> <</if>> <</if>> <</if>> <<else>> Your bus arrives at your destination.<br><br> <<destination5>> <</if>> <</if>> :: Stripped Bus [nobr] <<controlloss>><<effects>> You feel strangely cold as you awaken. You are still on the bus. You are about to stand up when you realise that you are completely naked! You frantically search for your clothing, but can find nothing. You cautiously look around the bus. No one seems to have noticed your predicament.<br><br> <<if $daystate is "night">> It's dark out and there are only a few people on the streets. You might be able to slip out the window at the next stop. Alternatively, you could hide under a seat and wait until the bus returns to the station.<br><br> <<click [[Climb out (0:05)|Climb Out Bus]]>><<pass5>><</click>><br> <<click [[Wait (1:00)|Bus Station]]>><<pass60>><</click>> <br><br> <<else>> You peek out the window and see numerous pedestrians. You can't think of any option other than hiding under a seat and waiting until the bus returns to station.<br><br> <<click [[Wait (1:00)|Bus Station]]>><<pass60>><</click>> <br><br> <</if>> :: Molestation bus [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationbus">> <<generate1>><<molestbusinit>>You feel something probing your nethers. As you open your eyes a hand clasps down on your mouth, muffling your screams.<br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->Molestation bus Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> There's no one else on the bus. <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Molestation bus Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Molestation bus Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Molestation bus]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Molestation bus Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Molestation bus Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Molestation bus]]>><</click>></span><<nexttext>> <<endif>> :: Stranger rescue bus [nobr] <<effects>><<pass60>><<set $hunger to $hunger - 500>><<set $thirst to $thirst - 500>><<set $stress to $stress - 500>> You feel someone shaking your shoulder. You look around and see an old woman smiling at you. She pours you a cup of tea from a flask and gives you a chocolate bar, letting you know that it's important to not let your blood-sugar levels drop too low. You thank her and shortly after the bus arrives at your destination.<br><br> She waves from the window as the bus continues on.<br><br> <<destination>> :: Bus move [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "busmove">> <<busmoveinit>>As you try to pass <<he>> grabs your waist and forces you onto <<his>> lap.<br> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->Bus move Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Bus move Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Bus move Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Bus move]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Bus move Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Bus move Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Bus move]]>><</click>></span><<nexttext>> <<endif>> :: Bus move Safe [nobr] <<set $outside to 0>><<effects>> You stand up and shuffle past the <<personcomma>> who doesn't stop you.<br><br> The bus soon arrives at your destination.<br><br> <<endevent>> <<destination5>> :: Bus endure safe [nobr] <<set $outside to 0>><<effects>> You remain seated. The <<persons>> hand moves to your inner thigh. <<He>> creeps closer to your crotch over the next couple of minutes, but stops when the bus arrives at <<his>> destination. It arrives at yours soon after.<br><br> <<endevent>> <<destination5>> :: Bus Comply [nobr] <<set $outside to 0>><<effects>> You feel their hungry eyes as you <<pullup>> your $upperclothes, revealing your <<breastsstop>> <<if $playergenderappearance is "m">> "Don't be shy," says the <<person1>><<person>> as <<he>> reaches out and pinches your right nipple. <<elseif $breastsize lte 2>> "You call those pathetic things breasts?" says the <<person1>><<person>> as <<he>> reaches out and pinches your right nipple. <<elseif $breastsize lte 5>> "I knew you had nice boobs," says the <<person1>><<person>> as <<he>> reaches out and squeezes your right breast. <<else>> "Look at the size of them," says the <<person1>><<person>> as <<he>> reaches out and squeezes your right breast. <</if>> The other two join in bullying your exposed chest. Trapped in the corner, you can do nothing but endure and hope no one else can see your humiliation.<br><br> After several minutes the bus stop and the <<person2>><<person>> pokes the <<person1>><<personstop>> "We need to get off here." They give your <<breasts>> one last slap before leaving. The bus arrives at your destination soon after.<br><br> <<set $pain += 30>> <<endevent>> <<destination5>> :: Bus Refuse [nobr] <<set $outside to 0>><<effects>> <<if $submissive lte 850>> "Fuck off," you say, determined to not be bullied.<br><br> <<elseif $submissive gte 1150>> You look at your lap and shake your head.<br><br> <<else>> "Leave me alone," you say.<br><br> <</if>> "I insist," says the <<person1>><<personcomma>> grabbing your $upperclothes.<br><br> <<click [[Next|Bus School Strip]]>><<set $molestationstart to 1>><</click>><br> :: Bus School Strip [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcstrip>><<npcidlegenitals>> <<set $timer to 15>> <<if $delinquency lt 400>><<set $rescue to 1>><</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> No one comes to your aid, likely due to your reputation as a delinquent.<br><br> <</if>> <<stateman>><br> <br> <<actionsman>> <<if $timer lte 1>> <span id="next"><<click [[Next|Bus School Strip Finish]]>><</click>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Bus School Strip Finish]]>><</click>></span><<nexttext>> <<elseif $uppertype is "naked" and $lowertype is "naked" and $undertype is "naked">> <span id="next"><<click [[Next|Bus School Strip Finish]]>><</click>></span><<nexttext>> <<elseif $uppertype is "naked" and $lowertype is "naked" and $undertype is "chastity">> <span id="next"><<click [[Next|Bus School Strip Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Bus School Strip Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Bus School Strip Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Bus School Strip]]>><</click>></span><<nexttext>> <</if>> :: Bus School Strip Finish [nobr] <<if $enemyhealth lte 0>> The <<person1>><<person>> falls back into the aisle and the other two pull away from you. "Come on," <<he>> says. "This psycho isn't worth it."<br><br> <<clotheson>> <<endcombat>> The bus soon arrives at your destination.<br><br> <<destination5>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "You're good for something at least." <<tearful>> you gather yourself as the three of them find someone else to harass.<br><br> <<clotheson>> <<endcombat>> The bus soon arrives at your destination.<br><br> <<destination5>> <<elseif $alarm is 1 and $rescue is 1>> "Stop the tomfoolery back there, or I'll come sort you out," says the <<generate4>><<person4>><<person>> driving the bus. The trio relent in their attack.<br><br> <<clotheson>> <<endcombat>> The bus soon arrives at your destination.<br><br> <<destination5>> <<elseif $timer lte 0>> The bus pulls to a stop. "We need to get off here," says the <<person2>><<personstop>> <<if $upperoff is 0 and $loweroff is 0 and $underoff is 0>> <<else>><<stealclothes>> They leave the bus, taking your clothes with them. <</if>> <<if $exposed gte 1>> <<clotheson>> <<endcombat>> <<tearful>> you sink into your seat to avoid being seen.<br><br> You'll arrive at your destination soon, but you can't leave like this. The bus must return to the station at some point.<br><br> <<click [[Ask someone for help|Bus School Strip Help]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <<click [[Wait (1:00)|Bus Station]]>><<pass60>><</click>> <<else>> <<tearful>> you settle back into your seat.<br><br> <<clotheson>> <<endcombat>> The bus soon arrives at your destination.<br><br> <<destination5>> <</if>> <<else>> "Much better," says the <<person1>><<personstop>> "Now everyone can see you." The bus comes to a halt. "That's our stop. See you later, slut." They take your clothes with them.<br><br> <<stealclothes>> <<clotheson>> <<endcombat>> <<tearful>> you sink into your seat to avoid being seen.<br><br> You'll arrive at your destination soon, but you can't leave like this. The bus must return to the station at some point.<br><br> <<click [[Ask someone for help|Bus School Strip Help]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <<click [[Wait (1:00)|Bus Station]]>><<pass60>><</click>> <</if>> :: Bus School Strip Help [nobr] <<set $outside to 0>><<effects>> Keeping low, you shuffle into the aisile and poke a <<generatey1>><<person1>><<person>> in the arm and return to your seat. <<He>> looks over <<his>> shoulder. <<if $submissive gte 1150>> "I-I need some towels. Please help," you say, unable to make eye contact. <<elseif $submissive lte 850>> "Gimme some towels. Quickly," you demand. <<else>> "Do you have any towels I can cover up with?" you ask. <</if>> <br><br> <<if $rng gte 81>> "Why would you-" <<he>> begins before realising your predicament and smiling. "I'll help, but I want a look at you first."<br><br> <<if $submissive gte 1150>> "Please don't make me," <<elseif $submissive lte 850>> "Fuck off," <<else>> "Don't be a pervert," <</if>> you say, but <<he>> moves to the seat opposite you. <<covered>><br><br> <<if $leftarm is "bound" and $rightarm is "bound">> <<He>> laughs. "I was right. Now turn around so I can see you properly. <<else>> <<He>> laughs. "I was right. Move your hands so I can see you properly. <</if>> If you don't, I'll let the rest of the bus know and we can all get a look."<br><br> <<click [[Comply|Bus School Strip Comply]]>><<submissive1>><<gtrauma60>><<gstress60>><<fameexhibitionism1>><</click>><br> <<click [[Refuse|Bus School Strip Refuse]]>><<detention10>><<defiant1>><<gtrauma60>><<gstress60>><</click>><<gdelinquency>><br> <<else>> "Why would you-" <<he>> says, before blushing in realisation. <<He>> rummages in <<his>> back and throws some towels at you.<br><br> <<towelup>> <<endevent>> The bus soon arrives at your destination.<br><br> <<destination5>> <</if>> :: Bus School Strip Comply [nobr] <<set $outside to 0>><<effects>> <<if $leftarm is "bound" and $rightarm is "bound">> You turn your body, baring your <<lewdness>> to the <<personstop>> <<else>> You move your arms out of the way, baring your <<lewdness>> to the <<personstop>> <</if>> <<He>> stares at you with hungry eyes and reaches out, but you recoil from <<his>> hand. <<He>> doesn't continue, thinking <<hes>> pushed <<his>> luck far enough.<br><br> "Here you go," <<he>> says as <<he>> throws you some towels. "That wasn't so bad, was it?" <<He>> returns to <<his>> seat.<br><br> <<towelup>> <<endevent>> The bus soon arrives at your destination.<br><br> <<destination5>> :: Bus School Strip Refuse [nobr] <<set $outside to 0>><<effects>> <<fameexhibitionism20>> <<He>> stands up. "Everyone, this <<girl>> isn't wearing anything!" <<he>> bellows, causing heads all over the bus to turn your way. You shrink in your seat, but it only enflames curiosity in your new audience. "Come have a look!"<br><br> A <<generatey2>><<person2>><<person>> leans over the seat behind you. <<person1>>"<<Hes>> not lying. Come look." You're fortunate than none have the daring to assault you further, but the rest of the journey is miserable as they crowd and jeer.<br><br> <<generate3>><<person3>>The bus comes to a stop at your destination and the driver climbs out of <<his>> seat. "Everyone away from <<phimcomma>> now." The kids start shuffling off the bus with some reluctance, lingering as long as they can. The driver, a <<personcomma>> throws you some towels. "I don't ever want to catch you slutting up my bus again. I'm letting the teachers know."<br><br> There's not much to do but cover up and leave the bus.<br><br> <<towelup>> <<endevent>> <<destination5>> :: Bus Seat Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $enemyanger += 40>> <<set $enemytrust -= 40>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Bus Seat Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Bus Seat Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Bus Seat Rape]]>><</click>></span><<nexttext>> <</if>> :: Bus Seat Rape Finish [nobr] <<if $enemyhealth lte 0>> You knock the <<person1>><<person>> down, giving you a clear route out. <<tearful>> you run to the front of the bus. <<if $submissive lte 850>> "Let me off or I'll mess you up too," you say, <<elseif $submissive gte 1150>> "Please stop the bus," you say, <<else>> "Let me off!" you say, <</if>> aware that the <<person>> and <<his>> friends won't take long to recover. The driver doesn't respond.<br><br> You open the door and look out at the town racing by. Jumping would be dangerous. You glance back at the <<people>> coming for you. You don't have long.<br><br> <<click [[Jump|Bus Seat Rape Jump]]>><</click>><br> <<if $submissive lte 500>> <<click [[Punch the driver|Bus Seat Rape Punch]]>><<crime100>><</click>><<crime>><br> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The bus stops and the group push you towards the door. They shove you out and drive away, jeering at you through the windows. <<if $upperoff is 0 and $loweroff is 0 and $underoff is 0>> <<else>> They kept your clothes. <</if>> <<if $exposed gte 1>> <<tearful>> you hide behind a car before you're seen.<br><br> <<else>> <<tearful>> you try to work out where you are.<br><br> <</if>> <<stealclothes>> <<clotheson>> <<endcombat>> <<set $rng to random(1, 13)>> <<if $rng is 1>> <<set $bus to "nightingale">> <<elseif $rng is 2>> <<set $bus to "domus">> <<elseif $rng is 3>> <<set $bus to "elk">> <<elseif $rng is 4>> <<set $bus to "high">> <<elseif $rng is 5>> <<set $bus to "starfish">> <<elseif $rng is 6>> <<set $bus to "barb">> <<elseif $rng is 7>> <<set $bus to "connudatus">> <<elseif $rng is 8>> <<set $bus to "wolf">> <<elseif $rng is 9>> <<set $bus to "harvest">> <<elseif $rng is 10>> <<set $bus to "oxford">> <<elseif $rng is 11>> <<set $bus to "danube">> <<elseif $rng is 12>> <<set $bus to "mer">> <<elseif $rng is 13>> <<set $bus to "cliff">> <</if>> <<destination>> <</if>> :: Bus Seat Rape Jump [nobr] <<effects>> You leap from the bus. You land rolling on a patch of grass. <<tearful>> you struggle to your feet.<<set $pain += 60>> <<clotheson>> <<endcombat>> <<set $rng to random(1, 13)>> <<if $rng is 1>> <<set $bus to "nightingale">> <<elseif $rng is 2>> <<set $bus to "domus">> <<elseif $rng is 3>> <<set $bus to "elk">> <<elseif $rng is 4>> <<set $bus to "high">> <<elseif $rng is 5>> <<set $bus to "starfish">> <<elseif $rng is 6>> <<set $bus to "barb">> <<elseif $rng is 7>> <<set $bus to "connudatus">> <<elseif $rng is 8>> <<set $bus to "wolf">> <<elseif $rng is 9>> <<set $bus to "harvest">> <<elseif $rng is 10>> <<set $bus to "oxford">> <<elseif $rng is 11>> <<set $bus to "danube">> <<elseif $rng is 12>> <<set $bus to "mer">> <<elseif $rng is 13>> <<set $bus to "cliff">> <</if>> <<destination>> :: Bus Seat Rape Punch [nobr] <<effects>> You grip a pole with one hand and punch the driver in the jaw.<<He>> brakes, but the bus swerves off the road, colliding with the corner of a building before coming to a stop. The impact knocks everyone to the ground. <<tearful>> you escape the bus and run round a corner, away from view. <<clotheson>> <<endcombat>> <<set $rng to random(1, 13)>> <<if $rng is 1>> <<set $bus to "nightingale">> <<elseif $rng is 2>> <<set $bus to "domus">> <<elseif $rng is 3>> <<set $bus to "elk">> <<elseif $rng is 4>> <<set $bus to "high">> <<elseif $rng is 5>> <<set $bus to "starfish">> <<elseif $rng is 6>> <<set $bus to "barb">> <<elseif $rng is 7>> <<set $bus to "connudatus">> <<elseif $rng is 8>> <<set $bus to "wolf">> <<elseif $rng is 9>> <<set $bus to "harvest">> <<elseif $rng is 10>> <<set $bus to "oxford">> <<elseif $rng is 11>> <<set $bus to "danube">> <<elseif $rng is 12>> <<set $bus to "mer">> <<elseif $rng is 13>> <<set $bus to "cliff">> <</if>> <<destination>> :: Bus endure [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "busendure">> <<lefthandinit>><<He>> becomes bolder and begins to surreptitiously masturbate.<br> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->Bus endure Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> There's no one else on the bus. <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Bus endure Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Bus endure Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Bus endure]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Bus endure Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Bus endure Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Bus endure]]>><</click>></span><<nexttext>> <<endif>> :: Bus endure Alarm [nobr] <<effects>> <<He>> notices several heads turning in response to your cry, and relents in <<his>> assault. <<He>> leaves at the next stop, and you soon arrive at your own. <<tearful>> you leave the bus.<br><br> <<clotheson>> <<endcombat>> <<destination5>> :: Bus endure Ejaculation [nobr] <<effects>> <<ejaculation>> <<He>> tenses during <<his>> climax, apparently just in time for <<his>> stop. <<He>> leaves abruptly, and you soon arrive at your own stop. <<tearful>> you leave the bus.<br><br> <<clotheson>> <<endcombat>> <<destination5>> :: Bus endure Escape [nobr] <<effects>> <<He>> recoils in pain as you arrive your destination. <<tearful>> you seize the oppurtunity and dart out the vehicle.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<destination5>> :: Bus move Alarm [nobr] <<effects>> <<He>> notices several heads turning in response to your cry, and relents in <<his>> assault. <<He>> leaves at the next stop, and you soon arrive at your own. <<tearful>> you leave the bus.<br><br> <<clotheson>> <<endcombat>> <<destination5>> :: Bus move Ejaculation [nobr] <<effects>> <<He>> tenses and a wet blotch forms on <<his>> trousers, apparently just in time for <<his>> stop. <<He>> leaves abruptly, and you soon arrive at your own stop. <<tearful>> you leave the bus. <br><br> <<clotheson>> <<endcombat>> <<destination5>> :: Bus move Escape [nobr] <<effects>> <<He>> recoils in pain as you arrive at your destination. <<tearful>> you seize the oppurtunity and dart out the vehicle.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<destination5>> :: Climb Out Bus [nobr] The bus slows to round a corner. You take the opportunity to slip out unnoticed.<br><br> <<starfishquick>> :: Molestation bus Alarm [nobr] <<effects>> <<He>> notices several heads turning in response to your cry, and relents in his assault. <<He>> hurriedly leaves at the next stop, and you arrive at your own soon after. <<tearful>> you leave the bus.<br><br> <<clotheson>> <<endcombat>> <<set $stress -= 1000>><<set $eventskip to 1>> <<destination>> :: Molestation bus Ejaculation [nobr] <<effects>> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> gives you one last smack to the face, then leaves you lying on the cum-stained seat.<<violence3>><br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> gets up and leaves you lying on the cum-stained seat.<br><br> <<else>> Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the cum-stained seat.<<set $money to $money + 500>><br> You've gained £5.<br><br> <</if>> You soon arrive at your stop. <<tearful>> you leave the bus.<br><br> <<clotheson>> <<endcombat>> <<set $stress -= 1000>><<set $eventskip to 1>> <<destination>> :: Molestation bus Escape [nobr] <<effects>> <<He>> recoils in pain as you arrive your destination. <<tearful>> you seize the opportunity and dart out the vehicle.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<set $stress -= 1000>><<set $eventskip to 1>> <<destination>> :: Passout bus [nobr] You've pushed yourself too much.<br><br> <<passout>> <<set $safebus to 0>> <<set $dangerbus to 0>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>><<set $dangerbus to random(1, 2)>><<endif>> <<if $danger lt (9900 - $allure)>><<set $safebus to random(1, 2)>><<endif>> <<if $dangerbus eq 1>> [[Wake up|Stripped Bus]] <<elseif $dangerbus eq 2>> <<click [[Wake up|Molestation bus]]>> <<set $molestationstart to 1>> <<endclick>><<endif>> <<if $safebus eq 1>> [[Wake up|Stranger rescue bus]] <<elseif $safebus eq 2>> <<ambulance>> <<endif>> <<pass60>> <<set $trauma to $trauma +10>><<set $stress to $stress - 2000>> :: Widget Passout Bus [widget] <<widget "passoutbus">><<nobr>> [[Everything fades to black...->Passout bus]] <</nobr>><<endwidget>> :: Widgets Destination [widget] <<widget "destination">><<nobr>> <<if $bus is "nightingale">> <<nightingalequick>><br><br> <</if>> <<if $bus is "domus">> <<domusquick>><br><br> <</if>> <<if $bus is "elk">> <<elkquick>><br><br> <</if>> <<if $bus is "high">> <<highquick>><br><br> <</if>> <<if $bus is "starfish">> <<starfishquick>><br><br> <</if>> <<if $bus is "barb">> <<barbquick>><br><br> <</if>> <<if $bus is "connudatus">> <<connudatusquick>><br><br> <</if>> <<if $bus is "wolf">> <<wolfquick>><br><br> <</if>> <<if $bus is "harvest">> <<harvestquick>><br><br> <</if>> <<if $bus is "oxford">> <<oxfordquick>><br><br> <</if>> <<if $bus is "danube">> <<danubequick>><br><br> <</if>> <<if $bus is "mer">> <<merquick>><br><br> <</if>> <<if $bus is "cliff">> <<cliffquick>><br><br> <</if>> <<if $bus is "industrial">> <<industrialquick>><br><br> <</if>> <<if $bus is "residential">> <<residentialquick>><br><br> <</if>> <<if $bus is "commercial">> <<commercialquick>><br><br> <</if>> <<if $bus is "park">> <<parkquick>><br><br> <</if>> <<if $bus is "industrialdrain">> <<industrialdrainquick>><br><br> <</if>> <<if $bus is "residentialdrain">> <<residentialdrainquick>><br><br> <</if>> <<if $bus is "commercialdrain">> <<commercialdrainquick>><br><br> <</if>> <<if $bus is "seabeach">> <<seabeachquick>><br><br> <</if>> <<if $bus is "searocks">> <<searocksquick>><br><br> <</if>> <<if $bus is "seadocks">> <<seadocksquick>><br><br> <</if>> <<if $bus is "seacliffs">> <<seacliffsquick>><br><br> <</if>> <<if $bus is "drainexit">> <<drainexitquick>><br><br> <</if>> <<if $bus is "sea">> <<seamovequick>><br><br> <</if>> <</nobr>><</widget>> <<widget "destination5">><<nobr>> <<if $bus is "nightingale">> <<nightingale>><br><br> <</if>> <<if $bus is "domus">> <<domus>><br><br> <</if>> <<if $bus is "elk">> <<elk>><br><br> <</if>> <<if $bus is "high">> <<high>><br><br> <</if>> <<if $bus is "starfish">> <<starfish>><br><br> <</if>> <<if $bus is "barb">> <<barb>><br><br> <</if>> <<if $bus is "connudatus">> <<connudatus>><br><br> <</if>> <<if $bus is "wolf">> <<wolf>><br><br> <</if>> <<if $bus is "harvest">> <<harvest>><br><br> <</if>> <<if $bus is "oxford">> <<oxford>><br><br> <</if>> <<if $bus is "danube">> <<danube>><br><br> <</if>> <<if $bus is "mer">> <<mer>><br><br> <</if>> <<if $bus is "cliff">> <<cliff>><br><br> <</if>> <<if $bus is "industrial">> <<industrial>><br><br> <</if>> <<if $bus is "residential">> <<residential>><br><br> <</if>> <<if $bus is "commercial">> <<commercial>><br><br> <</if>> <<if $bus is "park">> <<park>><br><br> <</if>> <<if $bus is "industrialdrain">> <<industrialdrain>><br><br> <</if>> <<if $bus is "residentialdrain">> <<residentialdrain>><br><br> <</if>> <<if $bus is "commercialdrain">> <<commercialdrain>><br><br> <</if>> <<if $bus is "seabeach">> <<seabeach>><br><br> <</if>> <<if $bus is "searocks">> <<searocks>><br><br> <</if>> <<if $bus is "seadocks">> <<seadocks>><br><br> <</if>> <<if $bus is "seacliffs">> <<seacliffs>><br><br> <</if>> <<if $bus is "drainexit">> <<drainexit>><br><br> <</if>> <<if $bus is "sea">> <<seamove>><br><br> <</if>> <</nobr>><</widget>> <<widget "destinationeventend">><<nobr>> <<if $bus is "nightingale">> <<nightingaleeventend>><br><br> <</if>> <<if $bus is "domus">> <<domuseventend>><br><br> <</if>> <<if $bus is "elk">> <<elkeventend>><br><br> <</if>> <<if $bus is "high">> <<higheventend>><br><br> <</if>> <<if $bus is "starfish">> <<starfisheventend>><br><br> <</if>> <<if $bus is "barb">> <<barbeventend>><br><br> <</if>> <<if $bus is "connudatus">> <<connudatuseventend>><br><br> <</if>> <<if $bus is "wolf">> <<wolfeventend>><br><br> <</if>> <<if $bus is "harvest">> <<harvesteventend>><br><br> <</if>> <<if $bus is "oxford">> <<oxfordeventend>><br><br> <</if>> <<if $bus is "danube">> <<danubeeventend>><br><br> <</if>> <<if $bus is "mer">> <<mereventend>><br><br> <</if>> <<if $bus is "cliff">> <<cliffeventend>><br><br> <</if>> <<if $bus is "industrial">> <<industrialeventend>><br><br> <</if>> <<if $bus is "residential">> <<residentialeventend>><br><br> <</if>> <<if $bus is "commercial">> <<commercialeventend>><br><br> <</if>> <<if $bus is "park">> <<parkeventend>><br><br> <</if>> <<if $bus is "industrialdrain">> <<industrialdraineventend>><br><br> <</if>> <<if $bus is "residentialdrain">> <<residentialdraineventend>><br><br> <</if>> <<if $bus is "commercialdrain">> <<commercialdraineventend>><br><br> <</if>> <<if $bus is "seabeach">> <<seabeacheventend>><br><br> <</if>> <<if $bus is "searocks">> <<searockseventend>><br><br> <</if>> <<if $bus is "seadocks">> <<seadockseventend>><br><br> <</if>> <<if $bus is "seacliffs">> <<seacliffseventend>><br><br> <</if>> <<if $bus is "drainexit">> <<drainexiteventend>><br><br> <</if>> <<if $bus is "sea">> <<seamoveeventend>><br><br> <</if>> <</nobr>><</widget>>
fire2244/degrees
game/loc-bus.twee
twee
unknown
36,660
:: Eden Cabin [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>><<set $bus to "edencabin">><<set $edendays to 0>> You are in Eden's cabin. <<if $exposed gte 2>> You don't want to be seen like this! You rush to your clothes.<br><br> <<click [[Next|Eden Wardrobe]]>><<endevent>><</click>><br><br> <<elseif $exhibitionism lte 54 and $exposed gte 1>> You don't want to be seen like this! You rush to your clothes.<br><br> <<click [[Next|Eden Wardrobe]]>><<endevent>><</click>><br><br> <<else>> <<if $exposed is 1 and $exhibitionism gte 55>> <span class="lewd">With your <<lewdness>> on display, you can't help but feel a primal thrill.</span><br><br> <</if>> <<if $daystate is "night">> Embers burn in the hearth. <<elseif $daystate is "dawn">> <<elseif $daystate is "dusk">> <<else>> <</if>> <<if $weather is "clear">> <<elseif $weather is "overcast">> <<elseif $weather is "rain">> Droplets of rainwater seep through the wooden ceiling and patter on the ground. <</if>> <br><br> <<if $hour lte 6>> Eden is fast asleep.<br><br> <<cabinactions>> <<elseif $hour lte 8>> <<if $edenbreakfast isnot 1>><<set $edenbreakfast to 1>> <<eden>><<person1>>Eden lies on the bed. "Make me breakfast," <<he>> says.<br><br> <<click [[Make the usual breakfast (0:20)|Eden Breakfast]]>><<set $edenlove += 1>><<set $edendom += 1>><<pass20>><<set $phase to 0>><</click>><br> <<click [[Make something new (0:20)|Eden Breakfast]]>><<pass20>><<set $phase to 1>><</click>><br> <<if $edengarden gte 3>> <<click [[Use vegetables from the plot (0:20)|Eden Breakfast]]>><<pass20>><<set $phase to 3>><</click>><br> <</if>> <<if $edenshrooms gte 3>> <<click [[Use mushrooms from the barrel (0:20)|Eden Breakfast]]>><<pass20>><<set $phase to 4>><</click>><br> <</if>> <<click [[Refuse|Eden Breakfast]]>><<set $edenlove -= 1>><<set $edendom -= 1>><<set $phase to 2>><</click>><br> <<else>> Eden is getting ready for the day.<br><br> <<cabinedenactions>> <<cabinactions>> <</if>> <<elseif $hour lte 16>> Eden is working hard outside.<br><br> <<cabinactions>> <<elseif $hour lte 18>> <<if $edenbath isnot 1>><<set $edenbath to 1>> <<eden>><<person1>>Eden finishes running <<his>> bath and starts to strip. "Bath time," <<he>> says. "Come on, get in while the water's hot."<br><br> <<click [[Strip and get in (0:30)|Eden Bath]]>><<pass30>><<set $edendom += 1>><<set $edenlove += 1>><<set $phase to 0>><<uppernaked>><<lowernaked>><<undernaked>><</click>><br> <<click [[Refuse|Eden Bath]]>><<set $edendom -= 1>><<set $edenlove += 1>><<set $phase to 1>><</click>><br> <<else>> Eden is relaxing in the bath.<br><br> <<cabinedenactions>> <<cabinactions>> <</if>> <<else>> <<eden>><<person1>>Eden is cleaning <<his>> gun beside the fire.<br><br> <<click [[Cuddle (0:30)|Eden Cuddle]]>><<ltrauma30>><<lstress30>><<pass30>><<set $edenlove += 1>><</click>><<ltrauma>><<lstress>><br> <<cabinedenactions>> <<cabinactions>> <</if>> <</if>> :: Eden Breakfast [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $phase is 0>> You make Eden eggs the way you know <<he>> likes them. <<He>> sits at the table and you place the food in front of <<himstop>> <<He>> starts eating without a word.<br><br> <<click [[Ask for a thank you|Eden Breakfast 2]]>><<set $edendom -= 1>><<set $submissive -= 1>><<set $phase to 1>><</click>><br> <<click [[Chat|Eden Breakfast 2]]>><<ltrauma60>><<lstress60>><<set $phase to 2>><</click>><<ltrauma>><<lstress>><br> <<click [[Sit quietly|Eden Breakfast 2]]>><<set $submissive += 1>><<set $phase to 3>><</click>><br> <<if $promiscuity gte 55>> <<click [[Slip under the table|Eden Table Seduction]]>><</click>><<promiscuous4>><br> <</if>> <<elseif $phase is 1>> <<if $rng gte 81>> You cook the eggs a little differently to how <<he>> likes them, hoping the variety will spice things up a bit. <<elseif $rng gte 61>> You find some dried meat, which you think will be nice with some berries for desert. <<elseif $rng gte 41>> You boil some hearty root vegetables. <<elseif $rng gte 21>> You find some mushrooms and decide to make an omelette. <<else>> You think some berries would make a tasty meal. <</if>> <<He>> sits at the table and you place the food in front of <<himstop>> "I prefer having the same every day," <<he>> says, but <<he>> eats regardless.<br><br> <<click [[Ask for a thank you|Eden Breakfast 2]]>><<set $edendom -= 1>><<set $submissive -= 1>><<set $phase to 1>><</click>><br> <<click [[Chat|Eden Breakfast 2]]>><<ltrauma60>><<lstress60>><<set $phase to 2>><</click>><<ltrauma>><<lstress>><br> <<click [[Sit quietly|Eden Breakfast 2]]>><<set $submissive += 1>><<set $phase to 3>><</click>><br> <<if $promiscuity gte 55>> <<click [[Slip under the table|Eden Table Seduction]]>><</click>><<promiscuous4>><br> <</if>> <<elseif $phase is 2>> <<if $edenlove gte 1>> "Fine," <<he>> says. "I'll go hungry. It'll be your fault if I starve." <<He>> continues grumbling awhile.<br><br> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <<else>> "That wasn't a request," <<he>> says, standing and walking over to you. "I think you need a reminder of your place." <<He>> grabs you and bends you over <<his>> knee.<br><br> <<click [[Next|Eden Cabin Punishment]]>><<set $molestationstart to 1>><</click>><br> <</if>> <<elseif $phase is 3>> With the garden mostly clear of weeds, you're able to harvest some delicious-looking vegetables. <<He>> sits at the table and you put the food in front of <<himstop>> <<He>> takes a bite, and <<his>> eyes widen. "This is good!" <<he>> says. "Are these from the garden? I didn't think that weedy patch of land had it in it."<<set $edenlove += 1>><br><br> <<click [[Ask for a thank you|Eden Breakfast 2]]>><<set $edendom -= 1>><<set $submissive -= 1>><<set $phase to 1>><</click>><br> <<click [[Chat|Eden Breakfast 2]]>><<ltrauma60>><<lstress60>><<set $phase to 2>><</click>><<ltrauma>><<lstress>><br> <<click [[Sit quietly|Eden Breakfast 2]]>><<set $submissive += 1>><<set $phase to 3>><</click>><br> <<if $promiscuity gte 55>> <<click [[Slip under the table|Eden Table Seduction]]>><</click>><<promiscuous4>><br> <</if>> <<elseif $phase is 4>> With so many mushrooms stored, you think it'd be fine to have some for breakfast. You cook them in an omelette. <<He>> sits at the table and you put the food in front of <<himstop>> "I prefer having the same every day," <<he>> says, but <<he>> eats regardless.<br><br> After a short while, <span class="lewd"><<his>> face starts to flush.</span> "You need to be careful with the sort of mushrooms you cook with," <<he>> says. "Some of them have interesting effects. Not that you've done wrong, it tastes fine."<<set $edenlust += 30>><br><br> <<click [[Ask for a thank you|Eden Breakfast 2]]>><<set $edendom -= 1>><<set $submissive -= 1>><<set $phase to 1>><</click>><br> <<click [[Chat|Eden Breakfast 2]]>><<ltrauma60>><<lstress60>><<set $phase to 2>><</click>><<ltrauma>><<lstress>><br> <<click [[Sit quietly|Eden Breakfast 2]]>><<set $submissive += 1>><<set $phase to 3>><</click>><br> <<if $promiscuity gte 55>> <<click [[Slip under the table|Eden Table Seduction]]>><</click>><<promiscuous4>><br> <</if>> <</if>> :: Eden Breakfast 2 [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $phase is 1>> You mock cough, "ahem." <<He>> looks at you, bewildered for a moment before realising what you're after. "Oh. Thanks," <<he>> goes back to eating.<br><br> <<click [[Request head pats|Eden Breakfast 2]]>><<set $edenlove += 1>><<set $phase to 4>><<ltrauma60>><<lstress60>><</click>><<ltrauma>><<lstress>><br> <<click [[Chat|Eden Breakfast 2]]>><<ltrauma60>><<lstress60>><<set $phase to 2>><</click>><<ltrauma>><<lstress>><br> <<click [[Sit quietly|Eden Breakfast 2]]>><<set $submissive += 1>><<set $phase to 3>><</click>><br> <<if $promiscuity gte 55>> <<click [[Slip under the table|Eden Table Seduction]]>><</click>><<promiscuous4>><br> <</if>> <<elseif $phase is 2>> You try to chat with Eden, but <<he>> seems more interested in the food. You can tell <<hes>> listening though. "You can have the leftovers," <<he>> says, pushing the plate towards you. "I need to get ready."<br><br> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <<elseif $phase is 3>> You sit quiety as Eden eats. <<He>> seems quite engrossed, until <<he>> glances at you. "You can have the leftovers," <<he>> says, pushing the plate towards you. "I need to get ready."<br><br> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <<else>> You rest your head on <<his>> shoulder. <<He>> takes the hint and starts stroking your hair. <<if $wolfgirl gte 4>> <<His>> fingers brush against your wolf ears and a small yelp escapes your lips. Drawn to your weak spot, <<he>> scratches behind your ear. Waves of pleasure jolt through your scalp, down your neck and through your spine. Your leg jerks involuntarily. "You like it there, don't you."<<garousal>><<lstress>><<garousal60>><<lstress60>><<set $arousal += 1000>><br><br> <<if $arousal gte 10000>> <<orgasmpassage>> The spasms subside, but leave you tired and as weak as a puppy. "My fault," <<he>> says, bemused. "I went too hard on you." <<He>> kisses your forehead and holds you close.<br><br> <<else>> Just when you feel like it's too much for you, <<he>> stops. <<He>> wraps <<his>> arm around you and just holds you for a few minutes. <</if>> <</if>> "I need to get ready," <<he>> says after a while. "You can finish the food."<br><br> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <</if>> :: Eden Cabin Punishment [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcspank>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 200>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Eden Cabin Punishment Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Eden Cabin Punishment Finish]]>><</click>></span><<nexttext>> <<elseif $enemyanger lte 0>> <span id="next"><<click [[Next|Eden Cabin Punishment Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Eden Cabin Punishment]]>><</click>></span><<nexttext>> <</if>> :: Eden Table Seduction [nobr] <<effects>> <<set $seductiondifficulty to (10000 - ($edenlust * 200))>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> <<if $pronoun is "f">> You rest your arms on <<his>> knees and lift up <<his>> skirt, giving you a peek of <<his>> genitals.<<promiscuity4>><br><br> <<else>> You rest your arms on <<his>> knees and open <<his>> fly, giving you a peek of <<his>> genitals.<<promiscuity4>><br><br> <</if>> <<if $seductionrating gte $seductionrequired>> "I like the way you think," <<he>> says, pressing a hand against the back of your head and pushing you closer.<br><br> <<click [[Next|Eden Table Oral]]>><<set $sexstart to 1>><</click>><br> <<else>> "What are you doing under there?" <<he>> asks. "Now's not the time you dirty <<girlcomma>> I need to get ready." You climb back on your seat. "You can finish the rest. I need to get ready." <<He>> pushes the plate towards you.<br><br> <i><<He>> will be more lusty, and easier to seduce, the longer <<hes>> gone without sex.</i><br><br> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <</if>> :: Eden Cabin Punishment Finish [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $edenlust -= 20>> <<He>> pants from the exertion. "I hope you've learnt your lesson."<br><br> <<tearful>> you avoid <<his>> gaze.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Eden Cabin]]>><</click>><br> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Eden Cabin]]>><</click>><br> <<elseif $enemyanger lte 0>> <<He>> looks mollified, and releases you. "I hope you've learnt your lesson."<br><br> <<tearful>> you avoid <<his>> gaze.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Eden Cabin]]>><</click>><br> <</if>> :: Eden Table Oral [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>><<npcoral>> <<set $enemytrust to $enemytrust + 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Eden Table Oral Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Eden Table Oral Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Eden Table Oral Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Eden Table Oral]]>><</click>></span><<nexttext>> <</if>> :: Eden Table Oral Finish [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $edenlust -= 20>><<set $edenlove += 1>> "I knew I kept you around for a reason," <<he>> gasps.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."<br><br> <<tearful>> you climb out from under the table.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> "You little tease," <<he>> says. "Don't get me worked up if you don't intend to go all the way."<br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|Eden Cabin]]>><</click>> :: Widgets Cabin [widget] <<widget "cabinactions">><<nobr>> <<roomoptions>> There's a large mattress with animal skin covers.<br> <<click [[Sleep|Eden Cabin Bed]]>><<endevent>><</click>><br> Your clothes are kept in the corner.<br> <<click [[Wardrobe|Eden Wardrobe]]>><<endevent>><</click>><br> <<click [[Mirror|Eden Mirror]]>><<endevent>><</click>><br> <br> <<click [[Go outside|Eden Clearing]]>><<endevent>><</click>><br> <br> <<click [[Settings|Cabin Settings]]>><<endevent>><</click>><br> <<click [[NPC Settings|Cabin NPC Settings]]>><</click>><br><br> <br> <</nobr>><</widget>> <<widget "cabinedenactions">><<nobr>> <<if $exposed gte 1 and $exhibitionism gte 55>> <span class="lewd">Eden keeps stealing glances at you.</span><<set $edenlust += 1>><br><br> <</if>> <<if $leftarm is "bound">> <<click [[Ask Eden to undo your bindings (0:01)|Eden Bindings]]>><<pass1>><<unbind>><<endevent>><</click>><br><br> <<elseif $rightarm is "bound">> <<click [[Ask Eden to undo your bindings (0:01)|Eden Bindings]]>><<pass1>><<unbind>><<endevent>><</click>><br><br> <</if>> <<if $edenfreedom is undefined>> <<click [[Ask for freedom to return to town|Eden Freedom]]>><<endevent>><</click>><br> <</if>> <<if $edenfreedom is 1>> <<click [[Ask for freedom to remain in town|Eden Freedom 3]]>><<endevent>><</click>><br> <</if>> <<if $edenshopping is 1>> <<click [[Give Eden the supplies|Eden Supplied]]>><<endevent>><</click>><br> <</if>> <br> <</nobr>><</widget>> <<widget "clearingactions">><<nobr>> <<if $edengarden is 0>> <span class="purple">Eden's crops are utterly strangled by weeds.</span><br> <<click [[Remove the weeds (3:00)|Clearing Weeding]]>><<endevent>><<pass120>><<pass60>><<gtiredness60>><<set $edenlove += 1>><</click>><<gtiredness>><br><br> <<elseif $edengarden is 1>> <span class="blue">Eden's crops are tangled with weeds.</span><br> <<click [[Remove the weeds (3:00)|Clearing Weeding]]>><<endevent>><<pass120>><<pass60>><<gtiredness60>><<set $edenlove += 1>><</click>><<gtiredness>><br><br> <<elseif $edengarden is 2>> <span class="lblue">There are as many weeds growing in Eden's plot as there are vegetables.</span><br> <<click [[Remove the weeds (3:00)|Clearing Weeding]]>><<endevent>><<pass120>><<pass60>><<gtiredness60>><<set $edenlove += 1>><</click>><<gtiredness>><br><br> <<elseif $edengarden is 3>> <span class="teal">Eden's crops are mostly free of weeds, but more could be done.</span><br> <<click [[Remove the weeds (3:00)|Clearing Weeding]]>><<endevent>><<pass120>><<pass60>><<gtiredness60>><<set $edenlove += 1>><</click>><<gtiredness>><br><br> <<elseif $edengarden is 4>> <span class="green">Eden's crops are completely free of weeds.</span><br><br> <</if>> <<if $edenshrooms is 0>> <span class="purple">Eden's mushroom barrel is almost empty.</span><br> <<click [[Look for mushrooms (1:00)|Clearing Mushrooms]]>><<endevent>><<pass60>><<set $edenlove += 1>><</click>><br><br> <<elseif $edenshrooms is 1>> <span class="blue">Eden's mushroom barrel is mostly empty.</span><br> <<click [[Look for mushrooms (1:00)|Clearing Mushrooms]]>><<endevent>><<pass60>><<set $edenlove += 1>><</click>><br><br> <<elseif $edenshrooms is 2>> <span class="lblue">Eden's mushroom barrel is half full.</span><br> <<click [[Look for mushrooms (1:00)|Clearing Mushrooms]]>><<endevent>><<pass60>><<set $edenlove += 1>><</click>><br><br> <<elseif $edenshrooms is 3>> <span class="teal">Eden's mushroom barrel is mostly full.</span><br> <<click [[Look for mushrooms (1:00)|Clearing Mushrooms]]>><<endevent>><<pass60>><<set $edenlove += 1>><</click>><br><br> <<elseif $edenshrooms is 4>> <span class="green">Eden's mushroom barrel is brimming with fungi.</span><br><br> <</if>> <<if $edenspring is 0>> <span class="purple">The spring is full of broken branches and twigs.</span><br> <<click [[Clear the debris (0:30)|Clearing Debris]]>><<endevent>><<pass30>><<gtiredness30>><<set $edenlove += 1>><</click>><<gtiredness>><br><br> <<elseif $edenspring is 1>> <span class="blue">The bottom of the spring is littered with branches.</span><br> <<click [[Clear the debris (0:30)|Clearing Debris]]>><<endevent>><<pass30>><<gtiredness30>><<set $edenlove += 1>><</click>><<gtiredness>><br><br> <<elseif $edenspring is 2>> <span class="lblue">You can see the bottom of the spring through the twigs and branches floating on its surface.</span><br> <<click [[Clear the debris (0:30)|Clearing Debris]]>><<endevent>><<pass30>><<gtiredness30>><<set $edenlove += 1>><</click>><<gtiredness>><br><br> <<elseif $edenspring is 3>> <span class="teal">Twigs float on the surface of the spring.</span><br> <<click [[Clear the debris (0:30)|Clearing Debris]]>><<endevent>><<pass30>><<gtiredness30>><<set $edenlove += 1>><</click>><<gtiredness>><br><br> <<elseif $edenspring is 4>> <span class="green">The spring is clean and clear.</span><br> <<click [[Relax in the spring (0:30)|Clearing Spring]]>><<endevent>><<pass30>><<lstress30>><</click>><<lstress>><br><br> <</if>> <<click [[Enter the cabin|Eden Cabin]]>><<endevent>><</click>><br> <<if $edenfreedom gte 1>> <<click [[Enter the forest|Forest]]>><<endevent>><<set $forest to 60>><</click>><br> <<else>> <<click [[Escape|Eden Cabin Escape]]>><<endevent>><<set $forest to 80>><</click>><br> <</if>> <br> <</nobr>><</widget>> <<widget "clearingedenactions">><<nobr>> <<if $exposed gte 1 and $exhibitionism gte 55>> <span class="lewd">Eden keeps stealing glances at you.</span><<set $edenlust += 1>><br><br> <</if>> <<if $leftarm is "bound">> <<click [[Ask Eden to undo your bindings (0:01)|Eden Bindings]]>><<pass1>><<unbind>><<endevent>><</click>><br><br> <<elseif $rightarm is "bound">> <<click [[Ask Eden to undo your bindings (0:01)|Eden Bindings]]>><<pass1>><<unbind>><<endevent>><</click>><br><br> <</if>> <<if $edenfreedom is undefined>> <<click [[Ask for freedom to return to town|Eden Freedom]]>><<endevent>><</click>><br> <</if>> <<if $edenfreedom is 1>> <<click [[Ask for freedom to remain in town|Eden Freedom 3]]>><<endevent>><</click>><br> <</if>> <<if $edenshopping is 1>> <<click [[Give Eden the supplies|Eden Supplied]]>><<endevent>><</click>><br> <</if>> <br> <</nobr>><</widget>> :: Eden Cabin Bed [nobr] <<effects>> You snuggle under the covers.<br><br> <<if $sleeptrouble is 1 and $controlled is 0>> <<click [[Sleep for 10 hours|Cabin Sleep]]>><<set $sleephour to 10>><<endclick>><<ltiredness>><br> <<click [[Sleep for 9 hours|Cabin Sleep]]>><<set $sleephour to 9>><<endclick>><<ltiredness>><br> <<click [[Sleep for 8 hours|Cabin Sleep]]>><<set $sleephour to 8>><<endclick>><<ltiredness>><br> <<click [[Sleep for 7 hours|Cabin Sleep]]>><<set $sleephour to 7>><<endclick>><<ltiredness>><br> <<click [[Sleep for 6 hours|Cabin Sleep]]>><<set $sleephour to 6>><<endclick>><<ltiredness>><br> <<click [[Sleep for 5 hours|Cabin Sleep]]>><<set $sleephour to 5>><<endclick>><<ltiredness>><br> <<click [[Sleep for 4 hours|Cabin Sleep]]>><<set $sleephour to 4>><<endclick>><<ltiredness>><br> <<click [[Sleep for 3 hours|Cabin Sleep]]>><<set $sleephour to 3>><<endclick>><<ltiredness>><br> <<click [[Sleep for 2 hours|Cabin Sleep]]>><<set $sleephour to 2>><<endclick>><<ltiredness>><br> <<click [[Sleep for 1 hours|Cabin Sleep]]>><<set $sleephour to 1>><<endclick>><<ltiredness>><br> <br> <<else>> <<click [[Sleep for 8 hours|Cabin Sleep]]>><<set $sleephour to 8>><<endclick>><<ltiredness>><br> <<click [[Sleep for 7 hours|Cabin Sleep]]>><<set $sleephour to 7>><<endclick>><<ltiredness>><br> <<click [[Sleep for 6 hours|Cabin Sleep]]>><<set $sleephour to 6>><<endclick>><<ltiredness>><br> <<click [[Sleep for 5 hours|Cabin Sleep]]>><<set $sleephour to 5>><<endclick>><<ltiredness>><br> <<click [[Sleep for 4 hours|Cabin Sleep]]>><<set $sleephour to 4>><<endclick>><<ltiredness>><br> <<click [[Sleep for 3 hours|Cabin Sleep]]>><<set $sleephour to 3>><<endclick>><<ltiredness>><br> <<click [[Sleep for 2 hours|Cabin Sleep]]>><<set $sleephour to 2>><<endclick>><<ltiredness>><br> <<click [[Sleep for 1 hours|Cabin Sleep]]>><<set $sleephour to 1>><<endclick>><<ltiredness>><br><br> <</if>> <<click [[Climb out of bed|Eden Cabin]]>><</click>><br><br> :: Cabin Sleep [nobr] <<sleep>><<effects>> <<if $nightmares gte 1 and $controlled is 0>> You dream you are being hunted by something dark and terrible. <<else>> You sleep soundly. <</if>> <<sleepeffects>> <<if $schoolwake is 1>><<set $schoolwake to 0>> <<eden>><<person1>>You wake up to Eden's groping. <<He>> starts rubbing up against you.<br><br> <<click [[Let it happen|Eden Sleep Sex]]>><<set $sexstart to 1>><</click>><<promiscuous1>><br> <<click [[Push away|Eden Sleep Push]]>><</click>><br> <<else>> <br><br> <<click [[Get out of bed|Eden Cabin]]>><</click>><br><br> <</if>> <<set $phase to 0>> :: Forest Hunter Nod [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<He>> smiles. "Good. I can't take your leash off just yet, not until you're properly trained." <<He>> ties <<his>> end of the leash around a wooden beam. "There should be enough slack for you to roam the entire cabin though." <br><br> <<click [[Next|Forest Cabin]]>><<set $eventskip to 1>><<endevent>><</click>><br> :: Forest Hunter Refuse [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> "You don't mean that," <<he>> says. "This benefits you far more than me." <<He>> grabs you and bends you over <<his>> lap. "But I can't let you get away with being so insolent." <br><br> <<click [[Next|Forest Hunter Punishment]]>><<set $molestationstart to 1>><</click>><br> :: Forest Hunter Punishment [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcspank>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 200>> <<if $phase is 1>> <<npcoral>> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Hunter Punishment Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Hunter Punishment Finish]]>><</click>></span><<nexttext>> <<elseif $enemyanger lte 0>> <span id="next"><<click [[Next|Forest Hunter Punishment Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Hunter Punishment]]>><</click>></span><<nexttext>> <</if>> :: Forest Hunter Punishment Finish [nobr] <<set $outside to 1>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> pants from the exertion. "I hope you've learnt your lesson."<br><br> <<tearful>> you avoid <<his>> gaze.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest Cabin]]>><<set $eventskip to 1>><</click>><br> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest Cabin]]>><<set $eventskip to 1>><</click>><br> <<elseif $enemyanger lte 0>> <<He>> looks mollified, and releases you. "I hope you've learnt your lesson."<br><br> <<tearful>> you avoid <<his>> gaze.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest Cabin]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Forest Cabin [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<eden>><<person1>> <<if $exposed gte 1>> <<towelup>> <</if>> <<if $forestleashed is 1>> <<if $edentrust gte 200>> <span class="green">Eden unties the leash from the wooden beam.</span> "You've been a good <<girlcomma>> so I'm going to give you a bit more freedom. Don't you dare run out on me though. Stick to the cabin and the clearing just outside."<br><br><<set $forestleashed to 0>> <<else>> You are leashed tightly to a wooden beam, preventing escape.<br><br> <</if>> <<else>> <<if $edentrust lt 100>> <span class="red">Eden ties your leash to a wooden beam.</span> "You've been a bad <<girlcomma>> so I'm going to make sure you don't go anywhere."<br><br><<set $forestleashed to 1>> <</if>> <</if>> <<if $forestleashed isnot 1>> <<if $syndromeeden is undefined>><<set $syndromeeden to 1>><<set $edenlust to 0>><<set $edenshrooms to 0>><<set $edengarden to 0>><<set $edenspring to 0>><br><br> <span class="red"><i>Eden isn't so bad, <<hes>> just lonely. It must be hard living here in the woods on your own.</i><br> You've gained the "Stockholm Syndrome: Eden" trait.</span><br><br> <</if>> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <<else>> <<if $hour lte 6>> Eden carries you to to the bed. <<if $forestleashed is 1>> <<He>> wraps your leash around the bars of the headboard, practically pinning you in place. <</if>> <<He>> leers at you, a ravenous look in <<his>> eyes. "You're so hot. I'm gonna enjoy this."<br><br> <<click [[Next|Cabin Night Rape]]>><<set $molestationstart to 1>><</click>><br> <<elseif $hour lte 8>> Eden gives you instructions on how to prepare <<his>> breakfast.<br><br> <<click [[Prepare the food as instructed|Forest Cabin Food]]>><<set $edentrust += 10>><<set $submissive += 1>><<pass120>><</click>><<gtrust>><br> <<click [[Spit in the eggs|Forest Cabin Spit]]>><<set $edentrust -= 10>><<set $submissive -= 1>><<pass120>><</click>><<ltrust>><br> <<elseif $hour lte 16>> Eden leads you outside, and goes about <<his>> daily business. <<if $forestleashed is 1>> <<He>> keeps you close at all times, tying your leash around a tree when <<he>> needs to use both hands. <<else>> <<He>> keeps you close at all times. <</if>> <br><br> <<if $forestleashed is 1>> <<click [[Weaken the Leash|Forest Cabin Weaken]]>><<set $submissive -= 1>><</click>><br> <</if>> <<click [[Be good|Forest Cabin Good]]>><<set $submissive += 1>><</click>><br> <<elseif $hour lte 18>> Eden runs a bath. <<He>> eases <<his>> body into the water, and looks at you expectantly. "What are you waiting for? Strip, get in, and wash me." <br><br> <<click [[Wash|Cabin Bath]]>><<pass120>><<set $edentrust += 10>><<set $submissive += 1>><</click>><<gtrust>><br> <<click [[Refuse|Cabin Bath Refuse]]>><<pass120>><<set $edentrust -= 10>><<set $submissive -= 1>><</click>><<ltrust>><br> <<elseif $hour lte 22>> Eden settles down to read a book, occasionally pausing to stoke the fireplace.<br><br> <<click [[Cuddle|Cabin Cuddle]]>><<set $submissive += 1>><<set $edentrust += 20>><<set $edenlove += 1>><<pass120>><<pass120>><</click>><<gtrust>><br> <<click [[Catch some sleep|Forest Cabin]]>><<set $submissive -= 1>><<ltiredness60>><<ltiredness60>><<pass120>><<pass120>><<endevent>><</click>><<ltiredness>><br> <<else>> Eden carries you to to the bed. <<if $forestleashed is 1>> <<He>> wraps your leash around the bars of the headboard, practically pinning you in place. <</if>> <<He>> leers at you, a ravenous look in <<his>> eyes. "You're so hot. I'm gonna enjoy this."<br><br> <<click [[Next|Cabin Night Rape]]>><<set $molestationstart to 1>><</click>><br> <</if>> <</if>> :: Cabin Night Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Cabin Night Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Cabin Night Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Cabin Night Rape]]>><</click>></span><<nexttext>> <</if>> :: Cabin Night Rape Finish [nobr] <<set $outside to 1>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Eden sighs and rolls onto <<his>> back. You soon hear <<his>> snoring.<br><br> <<tearful>> you wonder what to do.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Cabin Night]]>><</click>><br> <<elseif $enemyhealth lte 0>> Eden takes the hint, and rolls onto <<his>> side, facing away from you. You soon hear <<his>> snoring.<br><br> <<tearful>> you wonder what to do.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Cabin Night]]>><</click>><br> <</if>> :: Cabin Night [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $forestleashed is 1>> Eden is asleep, but with your neck leashed tightly to the bed, you can't move very far.<br><br> <<click [[Sleep|Cabin Night Sleep]]>><<cabintime>><</click>><<ltiredness>><br> <<click [[Weaken the leash|Cabin Night Leash]]>><<cabintime>><</click>><br> <<else>> Eden is asleep. You could escape if you wanted.<br><br> <<click [[Sleep|Cabin Night Sleep]]>><<cabintime>><</click>><<ltiredness>><br> <<click [[Escape|Cabin Night Escape]]>><<set $stress -= 2000>><</click>><br> <</if>> :: Cabin Night Sleep [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<eden>><<person1>> You settle down and try to sleep.<br><br> You are awoken awhile later by Eden kissing you on the cheek. "Good morning." <<He>> yawns and stretches. "Time for breakfast."<br><br> <<click [[Next|Forest Cabin]]>><<endevent>><</click>><br> :: Cabin Night Leash [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $forestleashedwear gte 1>> <<set $forestleashedwear += 1>> <<else>> <<set $forestleashedwear to 1>> <</if>> You rub the leash against the headboard, hoping to wear it through. You think you feel it becoming thinner.<br><br> <<if $forestleashedwear gte 3>> Sunlight gently caresses your face, when the leash snaps, freeing you. Eden still slumbers, there's nothing preventing your escape.<<set $forestleashed to 0>><<set $forestleashedwear to 0>><br><br> <<click [[Stay put|Cabin Leash Broken]]>><</click>><<gtrust>><br> <<click [[Escape|Cabin Night Escape]]>><<set $stress -= 2000>><</click>><br> <<else>> <<eden>><<person1>> Awhile later you hear Eden stir. <<He>> rolls over and kissing you on the cheek. "Good morning." <<He>> yawns and stretches. "Time for breakfast."<br><br> <<click [[Next|Forest Cabin]]>><<endevent>><</click>><br> <</if>> :: Cabin Night Escape [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> You sneak towards the cabin entrance and try the door handle. It opens, and you escape into the forest.<br><br> <<click [[Next|Forest]]>><<set $edentrust -= 200>><<set $forest to 80>><</click>><br> :: Cabin Leash Broken [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<eden>><<person1>> A while later you hear Eden stir. <<He>> rolls over and kisses you on the cheek. "Good morning." <<He>> yawns and stretches. "Time for breakfast." <<He>> notices your broken leash. "Oh dear, these things are usually sturdier. You're such a good <<girl>> for not running off." <<He>> leans over and kisses you on the forehead, then looks thoughtfully at the broken remains of the leash.<<set $edentrust += 200>> <<if $edentrust gte 100>> "I don't think keeping you tied is necessary anymore. Just don't run off on me. Stick to the cabin and the clearing just outside, where it's safe." <<if $syndromeeden is undefined>><<set $syndromeeden to 1>><<set $edenlust to 0>><<set $edenshrooms to 0>><<set $edengarden to 0>><<set $edenspring to 0>><br><br> <span class="red"><i>Eden isn't so bad, <<hes>> just lonely. It must be hard living here in the woods on your own.</i><br> You've gained the "Stockholm Syndrome: Eden" trait.</span> <</if>> <</if>> <br><br> <<if $edentrust gte 100>> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <<else>> <<click [[Next|Forest Cabin]]>><<endevent>><</click>><br> <</if>> :: Forest Cabin Food [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> You prepare the food and place it on the table in front of <<himstop>> <<He>> takes a bite, then smiles and gently pats your head. <<He>> shares some with you and you eat together. Eden talks a lot about the minutiae of life here, pausing occasionally to allow you a response. You nod politely each time, which seems enough to satisfy <<himstop>><br><br> <<His>> plate empty, <<he>> stands and looks out the window. <<if $weather is "clear">> "It's a lovely day! We'll be able to get lots of work done." <<elseif $weather is "rain">> "We've got lots of work to do today. A little rain won't stop us." <<elseif $weather is "overcast">> "The clouds are grumbling. Hopefully they don't burst before we're done for the day." <</if>> <br><br> <<click [[Next|Forest Cabin]]>><<endevent>><</click>><br> :: Forest Cabin Spit [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> You prepare the food and place it on the table in front of <<himstop>> <<He>> takes a bite. "You did something to this, didn't you?" You try to suppress a defiant smile, but the twitching at the corner of your lips gives it away. <<He>> grabs you and bends you over <<his>> lap.<br><br> <<click [[Next|Forest Hunter Punishment]]>><<set $molestationstart to 1>><</click>><br> :: Cabin Cuddle [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> You snuggle up to Eden. <<He>> is initially taken aback, but <<his>> face soon softens and <<he>> wraps an arm around you.<br><br> <<click [[Next|Forest Cabin]]>><<endevent>><</click>><br> :: Cabin Bath [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> You remove your clothing and get in the bath. Using a sponge, you wash <<his>> back. <<He>> turns to you. "You're such a gentle thing. Now clean my chest." You continue washing, though it's more embarrassing when you can see <<his>> face.<<wash>><<garousal>><<set $arousal += 1000>> <br><br> <<click [[Next|Forest Cabin]]>><<endevent>><</click>> :: Cabin Bath Refuse [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<He>> yanks your leash, dragging you into the bath. <br><br> <<click [[Next|Forest Hunter Punishment]]>><<set $molestationstart to 1>><<set $phase to 1>><</click>><br> :: Forest Cabin Weaken [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> You subtly grind the leash against the tree, careful not to be noticed. You think you feel the leash become thinner.<br><br> Some time later, Eden pants and stretches while looking at the setting sun. "I need a bath. Come on, let's go home." <<if $forestleashedwear gte 1>> <<set $forestleashedwear += 1>> <<else>> <<set $forestleashedwear to 1>> <</if>> <br><br> <<click [[Next|Forest Cabin]]>><<pass120>><<pass120>><<pass120>><<pass120>><<endevent>><</click>><br> :: Forest Cabin Good [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> Some time later, Eden pants and stretches while looking at the setting sun. "I need a bath. Come on, let's go home." <br><br> <<click [[Next|Forest Cabin]]>><<pass120>><<pass120>><<pass120>><<pass120>><<endevent>><</click>><br> :: Forest Clearing [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $foresthunt gte 1>> <<set $foresthunt += 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <<plantupper>><br><br> <<elseif $phase is 2>><<set $phase to 0>> You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <<plantlower>><br><br> <</if>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> :: Eden Sleep Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Eden Sleep Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Eden Sleep Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Eden Sleep Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Eden Sleep Sex]]>><</click>></span><<nexttext>> <</if>> :: Eden Sleep Push [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> You shove <<him>> away from you.<<set $edenlove -= 1>><<set $edendom -= 1>> <<if $edenlove - $edenlust gte 1>> <<He>> grumbles something and rolls over. <<Hes>> asleep within moments.<br><br> <<click [[Back to sleep|Eden Cabin Bed]]>><<endevent>><</click>><br> <<click [[Get up|Eden Cabin]]>><<endevent>><</click>><br> <<else>> <<He>> starts groping more forcefully.<br><br> <<click [[Next|Eden Sleep Sex]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Eden Sleep Sex Finish [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $edenlust -= 20>> <<He>> kisses you on the neck, rolls over, and goes to sleep.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."<br><br> <<tearful>> you hide beneath the covers.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> <<He>> rolls over. You hear <<him>> snore moments later.<br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|Eden Cabin Bed]]>><</click>> :: Eden Bindings [nobr] <<effects>> <<if $submissive gte 1150>> "I-If it's no trouble, could you untie me please?" you ask. <<elseif $submissive lte 850>> "It may have escaped your notice, but my arms are tied. Could you help?" you ask. <<else>> "Can you untie me?" you ask. <</if>> Without a word, Eden picks up a knife and slashes your bindings.<br><br> <<if $bus is "edenclearing">> <<click [[Next|Eden Clearing]]>><<endevent>><</click>><br> <<else>> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <</if>> :: Eden Clearing [nobr] <<set $outside to 1>><<set $location to "cabin">><<effects>><<set $bus to "edenclearing">><<set $edendays to 0>> You are in the clearing outside Eden's cabin. The surrounding trees are so huge that you have to crane your neck to see the sky. There's a small farm plot where Eden grows vegetables. Behind the cabin is a spring at the base of a cliff.<br><br> <<if $foresthunt gte 1>> <span class="lblue">You're safe at Eden's cabin. Whatever was hunting you will have given up.</span><br><br> <<set $foresthunt to 0>> <</if>> <<if $exposed gte 2>> You don't want to be seen like this! You rush to your clothes.<br><br> <<click [[Next|Eden Wardrobe]]>><<endevent>><</click>><br><br> <<elseif $exhibitionism lte 54 and $exposed gte 1>> You don't want to be seen like this! You rush to your clothes.<br><br> <<click [[Next|Eden Wardrobe]]>><<endevent>><</click>><br><br> <<else>> <<if $exposed is 1 and $exhibitionism gte 55>> <span class="lewd">With your <<lewdness>> on display, you can't help but feel a primal thrill.</span><br><br> <</if>> <<if $weather is "rain">> Rainwater drips from the branches above.<br><br> <</if>> <<if $hour gte 9 and $hour lte 10>> Eden is tending the crops.<br><br> <<clearingedenactions>> <<clearingactions>> <<elseif $hour gte 11 and $hour lte 14>> <<if $edenhunting isnot 1>><<set $edenhunting to 1>> <<eden>><<person1>>Eden exits the cabin, gun in hand. "I'm going hunting. Stay near the cabin while I'm gone."<br><br> <<click [[Nod|Eden Hunting]]>><<set $phase to 0>><</click>><br> <<click [[Ask to go along|Eden Hunting]]>><<set $phase to 1>><</click>><br> <<else>> Eden is out hunting.<br><br> <<clearingactions>> <</if>> <<elseif $hour is 15>> Eden is skinning prey. The smell makes you queasy.<br><br> <<clearingedenactions>> <<clearingactions>> <<elseif $hour is 16>> <<if $edenlust gte 26 and $edenchoplust isnot 1>><<set $edenchoplust to 1>> <<eden>><<person1>>Eden is chopping firewood. <<He>> stretches <<his>> back and spots you watching <<himstop>> "I could use a break," <<he>> says. <<He>> marches towards you, covered in sweat and axe still in hand. <<He>> probably doesn't realise how menacing <<he>> looks. <<He>> drops the axe and tries to pull you close to <<himstop>><br><br> <<click [[Allow it|Eden Firewood Sex]]>><<set $sexstart to 1>><<set $edenlove += 1>><<set $edendom += 1>><</click>><br> <<click [[Refuse|Eden Firewood Refuse]]>><<set $edenlove -= 1>><<set $edendom -= 1>><</click>><br> <<else>> Eden is chopping firewood.<br><br> <<clearingedenactions>> <<clearingactions>> <</if>> <<else>> Eden is indoors.<br><br> <<clearingactions>> <</if>> <</if>> :: Eden Bath [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $phase is 0>> You remove your clothing as Eden eases <<himself>> into the bath. <<if $exhibitionism gte 55>> Feeling comfortable with your nudity, you climb in with <<himstop>> <<else>> <<covered>> You climb in with <<himstop>> Unable to hold the sides, you almost slip. <</if>> <br><br> <<He>> reclines opposite you, enjoying the warmth and examining your body.<<wash>><br><br> <<click [[Examine Eden in return|Eden Bath 2]]>><<set $phase to 0>><</click>><br> <<click [[Wash Eden|Eden Bath 2]]>><<set $phase to 1>><<set $edenlove += 1>><</click>><br> <<click [[Relax|Eden Bath 2]]>><<set $phase to 2>><<lstress60>><</click>><<lstress>><br> <<if $promiscuity gte 15>> <<click [[Seduce|Eden Bath Seduction]]>><</click>><<promiscuous2>><br> <</if>> <<elseif $phase is 1>> <<if $edenlove gte 1>> "Suit yourself," <<he>> says, easing <<himself>> into the water.<br><br> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <<else>> "I said get in," <<he>> says, marching over to you. "I think you need another lesson." <<He>> bends you over <<his>> knee.<br><br> <<click [[Next|Eden Cabin Punishment]]>><<set $molestationstart to 1>><</click>><br> <</if>> <</if>> :: Eden Bath 2 [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $phase is 0>> You check out Eden's body. <<His>> muscles look very defined. <<He>> notices your gaze. "You can't avoid a body like this if you live like I do," <<he>> sounds almost ashamed.<br><br> <<click [[Reassure|Eden Bath 2]]>><<set $phase to 3>><<set $edenlove += 1>><<set $edendom -= 1>><</click>><br> <<click [[Look away and pick up the sponge|Eden Bath 2]]>><<set $phase to 1>><<set $edenlove += 1>><</click>><br> <<click [[Look away and relax|Eden Bath 2]]>><<set $phase to 2>><<lstress60>><</click>><<lstress>><br> <<elseif $phase is 1>> You pick up the sponge and wave it. Eden turns <<his>> back to you and you get to scrubbing. <<if $exhibitionism lt 55>> You feel more comfortable about your nudity with <<his>> back turned. <</if>> <br><br> The water starts to get cold after a while. "You can get out now, I'd like to stretch out anyway." You see no reason to complain.<br><br> <<click [[Next|Eden Cabin]]>><<clotheson>><<endevent>><</click>> <<elseif $phase is 2>> You lean back and relax, letting the warmth seep into your muscles.<br><br> The water starts to get cold after a while. "You can get out now, I'd like to stretch out anyway." You see no reason to complain.<br><br> <<click [[Next|Eden Cabin]]>><<clotheson>><<endevent>><</click>> <<elseif $phase is 3>> <<if $submissive gte 1150>> "You look amazing," you say. <<elseif $submissive lte 850>> "Don't be silly," you say. "People would kill for a body like yours." <<else>> "You look good," you say. <</if>> <br><br> <<He>> smiles, "Thanks."<br><br> <<click [[Wash Eden|Eden Bath 2]]>><<set $phase to 1>><<set $edenlove += 1>><</click>><br> <<click [[Relax|Eden Bath 2]]>><<set $phase to 2>><<lstress60>><</click>><<lstress>><br> <</if>> :: Eden Bath Seduction [nobr] <<effects>> <<set $seductiondifficulty to (10000 - ($edenlust * 200))>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> You kick some water at <<him>> playfully, coming tantalisingly close to flashing your <<genitalsstop>><<promiscuity2>> <<if $seductionrating gte $seductionrequired>> <<He>> takes the hint, grabbing your legs and pulling you closer.<br><br> <<click [[Next|Eden Bath Sex]]>><<set $sexstart to 1>><</click>><br> <<else>> "Not right now," <<he>> says. "I just want to rest."<br><br> <i><<He>> will be more lusty, and easier to seduce, the longer <<hes>> gone without sex.</i><br><br> <<click [[Wash Eden|Eden Bath 2]]>><<set $phase to 1>><<set $edenlove += 1>><</click>><br> <<click [[Relax|Eden Bath 2]]>><<set $phase to 2>><<lstress60>><</click>><<lstress>><br> <</if>> :: Eden Bath Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Eden Bath Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Eden Bath Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Eden Bath Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Eden Bath Sex]]>><</click>></span><<nexttext>> <</if>> :: Eden Bath Sex Finish [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $edenlust -= 20>><<set $edenlove += 1>> "You're such a dirty <<girlcomma>> I love it," <<he>> says.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."<br><br> <<tearful>> you climb out from under the table.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> "You little tease," <<he>> says. "Don't get me worked up if you don't intend to go all the way."<br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> The water starts to get cold after a while. "You can get out now, I'd like to stretch out anyway." You see no reason to complain.<br><br> <<click [[Next|Eden Cabin]]>><</click>> :: Eden Cuddle [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> You snuggle up to Eden and <<he>> holds you close. Together you watch the fire.<br><br> <<if $hour isnot 0>> <<click [[Keep Cuddling (0:30)|Eden Cuddle]]>><<ltrauma30>><<lstress30>><<pass30>><<set $edenlove += 1>><</click>><<ltrauma>><<lstress>><br> <</if>> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> :: Eden Hunting [nobr] <<set $outside to 1>><<set $location to "cabin">><<effects>> <<if $phase is 0>> <<He>> disappears between the trees.<br><br> <<click [[Next|Eden Clearing]]>><<endevent>><</click>><br> <<elseif $phase is 1>> "Don't be ridiculous," <<he>> says. "Predators have learned to stay away from the cabin. You'll be safe here."<br><br> <<if $submissive gte 1150>> "I only feel safe with you," you say."<br><br> <<elseif $submissive lte 850>> "Maybe if you left your gun here I would be," you say.<br><br> <<else>> "Are you sure I'll be safe here alone?" you say.<br><br> <</if>> <<if $edenlove gte 50>> "Fine," <<he>> says. "But be quiet and stay close to me. Bring a basket too, you can keep an eye out for berries."<br><br> <<click [[Next|Eden Hunt]]>><</click>><br> <<else>> "I can't hunt and keep watch over you at the same time," <<he>> says. "That's final."<br><br> <i>If <<he>> liked you more <<he>> might be more amenable to your request.</i><br><br> <<click [[Next|Eden Hunting]]>><<set $phase to 0>><</click>><br> <</if>> <</if>> :: Eden Hunt [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You walk into the forest, keeping close behind Eden. <<if $collared is 1>> <<He>> grips your leash, pulling you along. <<if $submissive gte 1150>> "You're hurting my neck," you whisper. "I promise to be good." <<elseif $submissive lte 850>> "I won't find any berries if you drag me like this," you whisper. <<else>> "You can drop my leash. I promise I'll stay close," you whisper. <</if>> <<He>> looks at you, considers for a moment, then drops the leash.<br><br> <</if>> <br><br> <<He>> seems to know exactly where <<hes>> going, but you quickly lose your sense of direction. <<pass60>><<He>> stops occasionally to check small traps. Most are empty but one contains a dead rabbit, which <<he>> ties to <<his>> belt.<br><br> <<pass60>>More time passes, until <<he>> comes to an abrupt stop. "I've got you now," <<he>> whispers, <<his>> pace lowering to a creep. <<He>> glances at you. "Wait here. Don't move an inch." <<He>> disappears between the trees. You look around, but don't see any sign of whatever has <<him>> excited. You do, however, see a bush full of ripe berries. Eden hasn't noticed them.<br><br> <<click [[Get the berries|Eden Hunt 2]]>><<set $phase to 0>><<endevent>><</click>><br> <<click [[Stay close to Eden|Eden Hunt 2]]>><<set $phase to 1>><</click>><br> :: Eden Hunt 2 [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $phase is 0>> You sneak over to the bush, careful not to disturb a single twig. Once there you pick the fruit and quickly fill the basket. Satisfied, you start sneaking back to Eden.<br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - ($allure))>> <<if $rng gte 81 and $bestialitydisable is "f" and $voredisable is "f">> You round a tree and come face to face with a pair of eyes, hovering just inches from your face. All strength drains from your muscles, and you collapse to the ground. The snake slithers onto the forest floor.<<set $trance to 1>><br><br> <<click [[Next|Eden Hunt Snake]]>><<set $molestationstart to 1>><</click>><br> <<elseif $rng gte 41 and $bestialitydisable is "f">> A wolf emerges from between the trees, teeth bared. Eden would hear your screams from here, but won't be happy with you.<br><br> <<click [[Next|Eden Hunt Wolf]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<generate1>><<generate2>>Something presses against your back. "What have we here?" the <<person1>><<person>> says. <<Hes>> holding a gun to your back.<br><br> A <<person2>><<person>> puts a hand on your shoulder, "Turn around <<girlstop>> Now, what's a little thing like you doing all alone in the forest?"<br><br> <<person1>>"It's dangerous out here," the <<person>> interjects. "But it's okay, we can keep you safe." <<He>> grabs your <<bottom>> and pulls you closer.<br><br> Eden would hear your screams from here, but won't be happy with you.<br><br> <<click [[Next|Eden Hunt Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> <<else>> <<eden>><<person1>> <<click [[Next|Eden Hunt 3]]>><<set $phase to 0>><</click>><br> <</if>> <<elseif $phase is 1>> <<eden>><<person1>>You were told to stay still, so that's what you do. You're only waiting for a couple of minutes before a gunshot sounds through forest.<br><br> <<click [[Next|Eden Hunt 3]]>><<set $phase to 2>><</click>><br> <</if>> :: Eden Hunt Snake [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $combat to 1>> <<molested>> <<controlloss>> <<set $vorestage to 1>> <<set $vorecreature to "snake">> <<set $vorestrength to 1>> <<set $timer to 15>> <</if>> <<if $timer is 12>> <<set $trance to 0>> You break free from the trance, and realise the snake is trying to eat you! <</if>> <<voreeffects>> <<vore>> <<voreactions>> <<if $timer lte 0>> <span id="next"><<click [[Next|Eden Hunt Snake Finish]]>><</click>></span><<nexttext>> <<elseif $vorestage lte 0>> <span id="next"><<click [[Next|Eden Hunt Snake Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Eden Hunt Snake Finish [nobr] <<effects>> <<set $trance to 0>> <<if $timer lte 0>> <<if $vorestage gte 5>> The walls of the snake's innards tear open. Eden stands there, knife in hand, carving open the beast until you're freed.<br><br> <<else>> The snake hisses and spits you out. It flees into the undergrowth, trailing blood.<br><br> <</if>> <<clotheson>> <<endcombat>> <<eden>><<person1>>Eden plants <<his>> knife into the ground and grasps your arm. <<He>> bends you over <<his>> knee. "I was so close to catching that deer," <<he>> says. "And you fucking ruined it."<br><br> <<click [[Next|Eden Hunt Punishment]]>><<set $molestationstart to 1>><</click>> <<else>> <<tearful>> you haul yourself out of the $vorecreature's maw. Deciding you aren't an appropriate meal, it disappears into the undergrowth.<br><br> <<clotheson>> <<endcombat>> <<eden>><<person1>> <<click [[Next|Eden Hunt 3]]>><<set $phase to 0>><</click>><br> <</if>> :: Eden Hunt Punishment [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcspank>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 200>><<set $edenlove -= 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Eden Hunt Punishment Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Eden Hunt Punishment Finish]]>><</click>></span><<nexttext>> <<elseif $enemyanger lte 0>> <span id="next"><<click [[Next|Eden Hunt Punishment Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Eden Hunt Punishment]]>><</click>></span><<nexttext>> <</if>> :: Eden Hunt 3 [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $phase is 0>> <<if $rng gte 91>> You find Eden slinging a deer over <<his>> shoulder. <<He>> sees the basket full of fruit in your hands and smiles. "We've done very well today," <<he>> says. "Maybe you're good luck."<<set $edenlove += 5>><br><br> <<else>> You find Eden crouched and frowning. "I let it get away," <<he>> says. <<He>> sees the basket of fruit in your hands and smiles. "At least we have something."<<set $edenlove += 5>><br><br> <</if>> <<elseif $phase is 1>> You pick up the basket of fruit. "At least we got something," Eden says.<br><br> <<elseif $phase is 2>> <<if $rng gte 91>> Eden appears between the trees, deer slung over <<his>> shoulder. "Knew I'd get it. Maybe you're a good luck charm."<br><br> <<if $submissive gte 1150>> "I found some berries, but I lost sight of of them," you say. "I'm sorry." <<elseif $submissive lte 850>> "There's a bush full of berries around here somewhere," you say. <<else>> "I saw a bush full of berries," you say. "But I can't see it now." <</if>> <br><br> <<He>> shrugs. "I'm no good at hunting fruit. Besides, we're good for today."<br><br> <<else>> Eden appears between the trees, frowning. "I let it get away," <<he>> says.<br><br> <<if $submissive gte 1150>> "I found some berries, but I lost sight of of them," you say. "I'm sorry." <<elseif $submissive lte 850>> "There's a bush full of berries around here somewhere," you say. <<else>> "I saw a bush full of berries," you say. "But I can't see it now." <</if>> <br><br> <<He>> shrugs. "I'm no good at hunting fruit. "We have something at least." <<He>> pats the rabbit on <<his>> belt.<br><br> <</if>> <</if>> <<pass120>>You follow Eden through the forest, back to the safety of <<his>> cabin.<br><br> <<endevent>> <<click [[Next|Eden Clearing]]>><</click>><br> :: Eden Hunt Punishment Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $edenlust -= 20>> <<He>> pants from the exertion. "I hope you've learnt your lesson."<br><br> <<tearful>> you avoid <<his>> gaze.<br><br> <<clotheson>> <<endcombat>> <<eden>><<person1>> <<click [[Next|Eden Hunt 3]]>><<set $phase to 1>><</click>><br> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<eden>><<person1>> <<click [[Next|Eden Hunt 3]]>><<set $phase to 1>><</click>><br> <<else>> <<He>> looks mollified, and releases you. "I hope you've learnt your lesson."<br><br> <<tearful>> you avoid <<his>> gaze.<br><br> <<clotheson>> <<endcombat>> <<eden>><<person1>> <<click [[Next|Eden Hunt 3]]>><<set $phase to 1>><</click>><br> <</if>> :: Eden Hunt Wolf [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "wolf">><<set $enemytrust -= 40>> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Eden Hunt Wolf Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Eden Hunt Wolf Finish]]>><</click>></span><<nexttext>> <<elseif $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Eden Hunt Wolf Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Eden Hunt Wolf]]>><</click>></span><<nexttext>> <</if>> :: Eden Hunt Wolf Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The beast grunts in satisfaction, and leaves you lying between the trees.<br><br> <<tearful>> you continue back to Eden.<br><br> <<clotheson>> <<endcombat>> <<eden>><<person1>> <<click [[Next|Eden Hunt 3]]>><<set $phase to 0>><</click>><br> <<elseif $enemyhealth lte 0>> The beast yelps and flees into the forest.<br><br> <<tearful>> you continue back to Eden.<br><br> <<clotheson>> <<endcombat>> <<eden>><<person1>> <<click [[Next|Eden Hunt 3]]>><<set $phase to 0>><</click>><br> <<else>> A gun fires nearby, startling the wolf into fleeing. Eden marches towards you. <<clotheson>> <<endcombat>> <<eden>><<person1>> <<He>> grasps your arm and bends you over <<his>> knee. "Stupid <<bitchcomma>> I was so close to catching that deer."<br><br> <<click [[Next|Eden Hunt Punishment]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Eden Hunt Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Eden Hunt Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Eden Hunt Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Eden Hunt Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Eden Hunt Molestation]]>><</click>></span><<nexttext>> <</if>> :: Eden Hunt Molestation Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Finished with you, they shove you to the ground. "See ya around, slut."<br><br> <<tearful>> you struggle to your feet and continue back to Eden.<br><br> <<clotheson>> <<endcombat>> <<eden>><<person1>> <<click [[Next|Eden Hunt 3]]>><<set $phase to 0>><</click>><br> <<elseif $enemyhealth lte 0>> "This <<bitch>> is crazy," says the <<person1>><<personcomma>> clutching <<his>> arm. "I think I need to get this looked at."<br><br> The <<person2>><<person>> nods in agreement, "<<pShe>> ain't worth it." They stagger into the forest.<br><br> <<tearful>> you continue back to Eden.<br><br> <<clotheson>> <<endcombat>> <<eden>><<person1>> <<click [[Next|Eden Hunt 3]]>><<set $phase to 0>><</click>><br> <<else>> A gunshot sounds and a bullet smashes into a nearby tree, startling the pair and making them dash for their own guns. They stare into the trees. "Who's there?" shouts the <<person1>><<personstop>> <<Hes>> responded to by another gunshot, the bullet landing closer this time. Their eyes dart around, but they can't see the shooter. Another gunshot, this time the bullet thuds into the ground at the <<person2>><<persons>> feet. "Shit! Fuck." <<he>> says, backing away, eyes wild. "Let's get the fuck away from here. This <<girl>> ain't worth it."<br><br> They've barely disappeared between the trees when you see Eden marching towards you.<br><br> <<clotheson>> <<endcombat>> <<eden>><<person1>> <<He>> grasps your arm and bends you over <<his>> knee. "Stupid <<bitchcomma>> I was so close to catching that deer."<br><br> <<click [[Next|Eden Hunt Punishment]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Eden Firewood Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Eden Firewood Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Eden Firewood Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Eden Firewood Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Eden Firewood Sex]]>><</click>></span><<nexttext>> <</if>> :: Eden Firewood Refuse [nobr] <<set $outside to 1>><<set $location to "cabin">><<effects>> <<if $edenlove - $edenlust gte 1>> You turn away from <<himcomma>> making your disapproval of <<his>> actions clear. "I'm working really hard out here," <<he>> says. "You could be more considerate."<br><br> <<endevent>> <<click [[Next|Eden Clearing]]>><</click>><br> <<else>> You turn away from <<himcomma>> making your disapproval of <<his>> actions clear. <<He>> grabs your neck and forcibly turns your head to face <<himstop>> "I'm working really hard out here," <<he>> says. "The least you could is show some appreciation."<br><br> <<click [[Next|Eden Firewood Sex]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Eden Firewood Sex Finish [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $edenlust -= 20>> "I'm glad I have you around," <<he>> says. <<He>> picks up <<his>> axe and returns to <<his>> chopping.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."<br><br> <<tearful>> you hide behind a tree.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> "I guess I do need to get back to work," <<he>> says.<br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|Eden Clearing]]>><</click>> :: Eden Freedom [nobr] <<effects>> <<if $edenlove gte 20>><<set $edenfreedom to 1>><<set $edenshopping to 0>> <<eden>><<person1>>"Why would you want to leave?" <<he>> asks. "You have everything you need here."<br><br> <<if $submissive gte 1150>> "B-but if I'm gone from town too long," you say. "People will come looking for me me here." <<elseif $submissive lte 850>> "Do you think my absence isn't noticed?" you say. "They'll come looking for me here."<br><br> <<else>> "If I keep missing school," you say. "People will start looking for me." <</if>> <br><br> <<He>> seems conflicted. "I suppose it was too much to hope you'd be content stuck here. Fine, you can go back to town. Make sure you get your little <<bottom>> back here though. <span class="gold">If you're gone longer than a day you'll worry me sick.</span> I'd have to come find you."<br><br> <<click [[Hug|Eden Freedom 2]]>><<set $phase to 0>><<set $edenlove += 1>><</click>><br> <<click [[Nod|Eden Freedom 2]]>><<set $phase to 1>><</click>><br> <<else>> <<eden>><<person1>>"Why would you want to leave?" <<he>> asks. "You have everything you need here."<br><br> <<if $submissive gte 1150>> "B-but if I'm gone from town too long," you say. "People will come looking for me me here." <<elseif $submissive lte 850>> "Do you think my absence isn't noticed?" you say. "They'll come looking for me here."<br><br> <<else>> "If I keep missing school," you say. "People will start looking for me." <</if>> <br><br> <<He>> shakes <<his>> head. "They won't find us. I know these woods, and will protect what's mine if necessary."<br><br> <i>If <<he>> liked you more <<he>> might be more amenable to your request.</i><br><br> <<if $bus is "edenclearing">> <<click [[Next|Eden Clearing]]>><<endevent>><</click>><br> <<else>> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <</if>> <</if>> :: Eden Freedom 2 [nobr] <<effects>> <<if $phase is 0>> You hug Eden, taking <<him>> by surprise and almost knocking <<him>> over.<br><br> <<if $submissive gte 1150>> "Thank you," you say, pressing your face against <<himstop>> <<elseif $submissive lte 850>> "It's not that I need your permission or anything," you say. "It's just easier this way." <<else>> "Thank you," you say. <</if>> <br><br> <<He>> squeezes you back. "One more thing. I make weekly supply runs into town to pick up essentials. You might as well do it for me. I hate that place. Alright, you can let go now."<br><br> <<elseif $phase is 1>> "One more thing," <<he>> says. "I make weekly supply runs into town to pick up essentials. You may as well do it for me if you're going anyway. I hate that place."<br><br> <<else>> You hug Eden. <<He>> expects it and catches you. <<if $submissive gte 1150>> "Thank you," you say, pressing your face against <<himstop>> <<elseif $submissive lte 850>> "It's not that I need your permission or anything," you say. "It's just easier this way." <<else>> "Thank you," you say. <</if>> <<He>> squeezes you back. <br><br> <</if>> <<if $bus is "edenclearing">> <<click [[Next|Eden Clearing]]>><<endevent>><</click>><br> <<else>> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <</if>> :: Eden Cabin Escape [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You walk to the edge of the clearing and gaze into the darkness of the forest. Are you sure you want to escape?<br><br> <<click [[Yes|Forest]]>><</click>><br> <<click [[No|Eden Clearing]]>><</click>><br> :: Eden Freedom 3 [nobr] <<effects>> <<if $edenlove gte 100>><<set $edenfreedom to 2>> <<eden>><<person1>>"You already get a whole day," <<he>> says. "You want to sleep in someone else's bed, is that it?"<br><br> <<if $submissive gte 1150>> "N-no," you say. "You know I'm yours alone." <<elseif $submissive lte 850>> "I'm not a slut," you say. "But sometimes I need to be away for longer."<br><br> <<else>> "No!" you say. "It's just that braving the woods every day for school is dangerous." <</if>> <br><br> <<He>> looks about to argue, but sighs in resignation. "Fine. I'm used to being alone. <span class="gold">You can leave for up to a week.</span> If you're gone longer, I'll hunt you down."<br><br> <<click [[Hug|Eden Freedom 2]]>><<set $phase to 2>><<set $edenlove += 1>><</click>><br> <<if $bus is "edenclearing">> <<click [[Nod|Eden Clearing]]>><<endevent>><</click>><br> <<else>> <<click [[Nod|Eden Cabin]]>><<endevent>><</click>><br> <</if>> <<else>> <<eden>><<person1>>"You already get a whole day," <<he>> says. "You want to sleep in someone else's bed, is that it?"<br><br> <<if $submissive gte 1150>> "N-no," you say. "You know I'm yours alone." <<elseif $submissive lte 850>> "I'm not a slut," you say. "But sometimes I need to be away for longer."<br><br> <<else>> "No!" you say. "It's just that braving the woods every day for school is dangerous." <</if>> <br><br> <<He>> shakes <<his>> head. "That town is dangerous. The less time you spend there the better."<br><br> <i>If <<he>> liked you more <<he>> might be more amenable to your request.</i><br><br> <<if $bus is "edenclearing">> <<click [[Next|Eden Clearing]]>><<endevent>><</click>><br> <<else>> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <</if>> <</if>> :: Forest Cabin Return [nobr] <<set $outside to 1>><<set $location to "cabin">><<effects>> Eden leads you back to the safety of <<his>> cabin.<br><br> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> :: Eden Recaptured [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> Eden grabs your arm and pushes you in front of <<himstop>> <<He>> pushes you through the forest and back to <<his>> cabin. Once inside, <<he>> shoves you to the floor.<br><br> "I trust you," <<he>> says. "So when you don't do as I say, it really hurts."<br><br> <<click [[Seduce|Eden Recaptured Seduction]]>><</click>><<promiscuous1>><br> <<click [[Apologise|Eden Recaptured Apologise]]>><<set $edenlove += 1>><<set $edendom += 1>><</click>><br> <<click [[Do nothing|Eden Recaptured Spank]]>><<set $molestationstart to 1>><</click>><br> :: Eden Recaptured Seduction [nobr] <<effects>> <<set $seductiondifficulty to (10000 - ($edenlust * 50))>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> You climb to your knees. <<if $submissive gte 1150>> "I can make it up to you!" you say. <<elseif $submissive lte 850>> "I think I know what you need," you say. <<else>> "Let me make it up to you," you say. <</if>> <<if $pronoun is "f">> You lift up <<his>> skirt.<<promiscuity1>><br><br> <<else>> You open <<his>> fly.<<promiscuity1>><br><br> <</if>> <<if $seductionrating gte $seductionrequired>> "This is a good way to start making it up to me," <<he>> says, pressing a hand against the back of your head and pushing you closer.<br><br> <<click [[Next|Eden Recaptured Oral]]>><<set $sexstart to 1>><</click>><br> <<else>> <<He>> shoves you back to the ground. "Oh no, you're not getting off that easy."<br><br> <<click [[Next|Eden Recaptured Spank]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Eden Recaptured Apologise [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> You climb to your knees and look up at <<himstop>> <<if $submissive gte 1150>> "I'm very very sorry," you say. "I know I've been bad." You bow your head. <<elseif $submissive lte 850>> "I didn't mean to worry you," you say. <<else>> "I'm sorry, I know I've been bad," you say. <</if>> <br><br> "I still need to punish you," Eden says. "Or you'll forget the lesson."<br><br> <<click [[Next|Eden Recaptured Spank]]>><<set $phase to 1>><<set $molestationstart to 1>><</click>><br> :: Eden Recaptured Spank [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcspank>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 200>> <<if $phase is 1>> <<set $enemyanger -= 75>> <</if>> <<He>> bends you over <<his>> knee.<br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Eden Recaptured Spank Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Eden Recaptured Spank Finish]]>><</click>></span><<nexttext>> <<elseif $enemyanger lte 0>> <span id="next"><<click [[Next|Eden Recaptured Spank Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Eden Recaptured Spank]]>><</click>></span><<nexttext>> <</if>> :: Eden Recaptured Spank Finish [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $edenlust -= 20>> <<He>> pants from the exertion. "I hope you've learnt your lesson. Don't disobey me again."<br><br> <<tearful>> you avoid <<his>> gaze.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Eden Cabin]]>><</click>><br> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Eden Cabin]]>><</click>><br> <<elseif $enemyanger lte 0>> <<He>> looks mollified, and releases you. "I hope you've learnt your lesson. Don't disobey me again."<br><br> <<tearful>> you avoid <<his>> gaze.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Eden Cabin]]>><</click>><br> <</if>> :: Eden Recaptured Oral [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>><<npcoral>> <<set $enemytrust to $enemytrust - 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 80>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Eden Recaptured Oral Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Eden Recaptured Oral Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Eden Recaptured Oral Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Eden Recaptured Oral]]>><</click>></span><<nexttext>> <</if>> :: Eden Recaptured Oral Finish [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $edenlust -= 20>><<set $edenlove += 1>> "I can't stay mad at you," <<he>> gasps. "But don't you dare run off again."<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should throw you out and leave you to the wolves!" <<He>> winces and holds <<his>> side. "I need to get something for this."<br><br> <<tearful>> you climb out from under the table.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> "Remember," <<he>> says. "I'm keeping an eye on you."<br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|Eden Cabin]]>><</click>> :: Street Eden [nobr] <<effects>> You cross the road. Eden spots you. "You think this is funny?" <<He>> shouts, marching towards you. I've been worried half to death!" <<He>> grasps your arm. "I'm taking you home, and never letting you leave again. I'll keep you in a cage if I have to."<br><br> <<if $collared isnot 1>><<set $collared to 1>> <<He>> fastens a collar around your neck.<br><br> <</if>> <<He>> grabs hold of your leash and pulls. "Come on. I'll punish you when we get home."<br><br> <<generate2>><<person2>>"You shouldn't treat <<phim>> like that," A <<person>> bravely interjects as Eden drags you by. Eden ignores <<himstop>><br><br> The sight of a <<girl>> being dragged along on a leash turns heads. People whisper to each other, but no one intervenes. A <<generatey3>><<person3>><<person>> laughs and pulls out <<his>> phone to record you. Eden ignores <<him>> too. Eden calms down a bit once you're in the forest.<br><br> <<endevent>><<eden>><<person1>> <<click [[Next|Eden Recaptured]]>><</click>><br> :: Street Eden Hide [nobr] <<effects>> You hide behind a postbox. Eden continues bothering passers-by, unaware that you're so close. It looks like <<he>> doesn't intend to move on for a while, until <<he>> starts arguing with a <<generate2>><<person2>><<personstop>> The argument becomes more intense until Eden storms off.<br><br> <<endevent>> <<destinationeventend>> :: Eden Supplies [nobr] <<effects>> <<set $edenshopping to 1>>You shop for the things Eden can't make or do without. Tools and medical supplies mostly.<br><br> <<click [[Next|Shopping Centre]]>><</click>><br> :: Eden Supplied [nobr] <<effects>> <<set $edenshopping to 2>><<set $edenlove += 5>> <<if $submissive gte 1150>> "I got these for you," you say, putting the supplies on the table. <<elseif $submissive lte 850>> "I did your chore for you," you say, putting the supplies on the table. <<else>> "I got your supplies from town," you say, putting the supplies on the table. <</if>> <br><br> "Good job," Eden says. "How much were they? I'll give you the money."<br><br> <<click [[I don't need money|Eden Supplied 2]]>><<set $phase to 0>><<set $edenlove += 1>><<set $edendom += 1>><</click>><br> <<click [[£50|Eden Supplied 2]]>><<set $phase to 1>><</click>><br> <<set $skulduggerydifficulty to 200>> <<click [[£200|Eden Supplied 2]]>><<set $phase to 2>><</click>><<skulduggerydifficulty>><br> :: Eden Supplied 2 [nobr] <<effects>> <<if $phase is 0>> "I guess what's yours is mine anyway," <<he>> says. "Thanks though."<br><br> <<if $bus is "edenclearing">> <<click [[Next|Eden Clearing]]>><<endevent>><</click>><br> <<else>> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <</if>> <<elseif $phase is 1>> "Sounds about right," <<he>> reaches into <<his>> pouch. "Here you go."<br><br> You've gained £50.<<set $money += 5000>><br><br> <<if $bus is "edenclearing">> <<click [[Next|Eden Clearing]]>><<endevent>><</click>><br> <<else>> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <</if>> <<else>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> "Two hundred?" Eden looks annoyed. "You got ripped off." <<He>> reaches into <<his>> pouch. "Still, worth me not doing it. Here you go."<br><br> You've gained £200.<<set $money += 20000>><br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> <<if $bus is "edenclearing">> <<click [[Next|Eden Clearing]]>><<endevent>><</click>><br> <<else>> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <</if>> <<else>> "I'm not gonna fall for that," <<he>> says. "You can pay out of your own pocket."<br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> <<if $bus is "edenclearing">> <<click [[Next|Eden Clearing]]>><<endevent>><</click>><br> <<else>> <<click [[Next|Eden Cabin]]>><<endevent>><</click>><br> <</if>> <</if>> <</if>> :: Clearing Weeding [nobr] <<set $outside to 1>><<set $location to "cabin">><<effects>> You get on your hands and knees and start tugging up weeds at their roots. Some of them are really stuck in there.<<physique6>><<set $edengarden += 1>><br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<if $rng gte 51 and $tentacledisable is "f" and $hallucinations gte 2>> The vines around you animate into life. You try to stand but they wrap around your wrists, forcing you to remain on your knees.<br><br> <<click [[Next|Clearing Weeding Tentacles]]>><<set $molestationstart to 1>><</click>><br> <<elseif $hour lt 11 or $hour gt 14>> <<eden>><<person1>>Eden creeps up behind you, making you jump in fright. <<He>> leans on your back, preventing you from standing up. "Why don't you stay right there," <<he>> says, reaching around you and fondling your <<groinstop>><br><br> <<click [[Let Eden continue|Clearing Fondle]]>><<set $edenlove += 1>><<set $submissive += 1>><<set $edendom += 1>><</click>><<garousal>><br> <<click [[Shove Eden off|Clearing Shove]]>><<set $edenlove -= 1>><<set $submissive -= 1>><<set $edendom -= 1>><</click>><br> <<else>> You work for a few hours. You stand back to admire the result. It looks much better than when you started.<br><br> <<click [[Next|Eden Clearing]]>><<endevent>><</click>><br> <</if>> <<else>> You work for a few hours. You stand back to admire the result. It looks much better than when you started.<br><br> <<click [[Next|Eden Clearing]]>><<endevent>><</click>><br> <</if>> :: Clearing Weeding Tentacles [nobr] <<set $outside to 1>><<set $location to "cabin">> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<set $tentacleno to 4>> <<set $tentaclehealth to 15>> <<tentaclestart>> <<set $tentacle1shaft to "leftarm">><<set $leftarm to "grappled">> <<set $tentacle2shaft to "rightarm">><<set $rightarm to "grappled">> <<set $timer to 50>> <</if>> <<effects>> <<effectstentacles>> <<tentacles>> <<statetentacles>> <<actionstentacles>> <<if $activetentacleno lte ($tentacleno / 2)>> <span id="next"><<click [[Next|Clearing Weeding Tentacles Finish]]>><</click>></span><<nexttext>> <<elseif $timer lte 0>> <span id="next"><<click [[Next|Clearing Weeding Tentacles Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Clearing Weeding Tentacles]]>><</click>></span><<nexttext>> <</if>> :: Clearing Weeding Tentacles Finish [nobr] <<effects>> The roots lose interest in you, and disappear into the soil. <<tearful>> you untangle yourself from the plants and vines surrounding you. <<clotheson>> <<endcombat>> You step back and look at the result. The plot is in a much better state, at least.<br><br> <<click [[Next|Eden Clearing]]>><</click>><br> :: Clearing Fondle [nobr] <<set $outside to 1>><<set $location to "cabin">><<effects>> <<if $lowertype isnot "naked">> <<if $skirt is 1>> <<if $undertype is "chastity">> <<He>> reaches beneath your $lowerclothes and starts probing your $underclothes. "You're such a little slut I bet I can make you cum even with this thing on." <<else>> <<He>> reaches beneath your $lowerclothes and starts touching you directly. <</if>> <<else>> <<if $undertype is "chastity">> <<He>> reaches beneath your $lowerclothes and starts probing your $underclothes. "You're such a little slut I bet I can make you cum even with this thing on." <<else>> <<He>> reaches into your $lowerclothes and starts touching you directly. <</if>> <</if>> <<elseif $undertype isnot "naked" and $undertype isnot "chastity">> <<He>> reaches into your $underclothes and starts touching you directly. <<elseif $undertype is "chastity">> <<He>> starts probing your $underclothes. "You're such a little slut I bet I can make you cum even with this thing on." <<else>> <<He>> continues to stroke and fondle your <<genitalsstop>> <</if>> <br><br> "I've heard that sexual fluids are good for plants," <<he>> says. "I like the idea anyway. Let's test it. <<if $arousal gte 8000>> You're wet already so this won't take long." <<else>> Just relax and let me work." <</if>> <br><br> <<if $penisexist is 1>> <<He>> holds your <<penis>> in <<his>> palm while running <<his>> thumb up and down your length. <<He>> sometimes alternates to rubbing the head with a fast, circular motion. <<if $penilevirginity gte 1>> "I'm saving your virginity for a special occasion." <<He>> plays with your prepuce to. "But knowing me I'll take it before then. It's not my fault you look so tasty." <</if>> <<else>> <<He>> gently inserts a finger into your <<pussycomma>> but doesn't go very deep. <<His>> thumb rubs your clit with a fast, circular motion. <<if $vaginalvirginity gte 1>> "I'm saving your virginity for a special occasion." <<He>> prods your hymen. "But knowing me I'll take it before then. It's not my fault you look so tasty." <</if>> <</if>> <br><br> <<set $arousal += 10000>> <<orgasmpassage>> "Good <<girlcomma>> give these plants a nice drink," <<he>> says as your body convulses. <<He>> holds you firm in place, making sure your fluids land on the soil. <<He>> kisses you on the cheek as your orgasm subsides. "That wasn't so bad, was it?" <<tearful>> you struggle to your feet. Eden is gone.<br><br> The plot looks tidier at least.<br><br> <<click [[Next|Eden Clearing]]>><<endevent>><</click>><br> :: Clearing Shove [nobr] <<set $outside to 1>><<set $location to "cabin">><<effects>> You shove Eden away from you and stand up. "What's the matter?" <<he>> smiles. "I was just rewarding you for the work you've done out here." <<He>> pats your head.<br><br> <<click [[Next|Eden Clearing]]>><<endevent>><</click>><br> :: Clearing Mushrooms [nobr] <<set $outside to 1>><<set $location to "cabin">><<effects>> Though you've no doubt you'd have more luck finding mushrooms in the forest proper, there's still room for fungi to grow in the clearing. You search at the base of tree stumps and the large trees growing at the outskirts of the clearing.<br><br> <<set $edenshrooms += 1>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<if $rng gte 81>> <<set $wolfbuild += 3>> After an hour you realise you've gathered quite a haul. Eden should be happy, but you feel angry for no discernable reason. You hope all the mushrooms you gathered are safe.<br><br> <<click [[Next|Eden Clearing]]>><</click>><br> <<elseif $rng gte 41>> <<set $drugged += 120>> After an hour you realise you've gathered quite a haul. Eden should be happy, but you feel lightheaded. You hope all the mushrooms you gathered are safe.<br><br> <<click [[Next|Eden Clearing]]>><</click>><br> <<else>> <<set $drunk += 120>> After an hour you've gathered quite a haul. Eden should be happy, but you feel oddly warm. You hope all the mushrooms you gathered are safe.<br><br> <<click [[Next|Eden Clearing]]>><</click>><br> <</if>> <<else>> After an hour you realise you've gathered quite a haul. Eden should be happy.<br><br> <<click [[Next|Eden Clearing]]>><</click>><br> <</if>> :: Clearing Debris [nobr] <<set $outside to 1>><<set $location to "cabin">><<effects>> <<if $edenspring is 0>> You pick up the net you assume is meant for this purpose and start fishing the debris from the spring. It's so messy you don't know where to start, but you leave the spring a little clearer than you found it. <<elseif $edenspring is 1>> You haul out the larger branches that have sunk to the bottom of the spring. <<elseif $edenspring is 2>> You use the net to guide the floating branches to the edge, where you can remove them with ease. <<else>> You skoop up the twigs with the net. When you're done, the spring is crystal clear. <</if>> <<physique3>><br><br> <<set $edenspring += 1>> <<click [[Next|Eden Clearing]]>><<endevent>><</click>><br> :: Clearing Spring [nobr] <<set $outside to 1>><<set $location to "cabin">><<effects>> <<uppernaked>><<lowernaked>><<undernaked>> <<if $phase lte 0>> The cliff face curves around the spring, hiding you from the rest of the clearing. You undress and slip into the cool water. You lie back, close your eyes, and relax.<<wash>><br><br> <<else>> You lie back, close your eyes, and relax.<<wash>><br><br> <</if>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $edenlust gte 26 and $hour lt 11 or $danger gte (9900 - $allure) and $edenlust gte 26 and $hour gt 14>> <<eden>><<person1>>You're disturbed by a whistling. You open your eyes in alarm. Eden stands at the edge of the spring, next to your clothes. <<covered>> "I don't bother keeping this place clear any more," <<he>> says as <<he>> undresses. "It's so much work. I'm glad you feel differently though." <<He>> jumps in, splashing you.<br><br> <<He>> emerges behind you and wraps <<his>> arms around your waist. "There's something else you can do for me." <<He>> licks your cheek.<br><br> <<click [[Push away|Clearing Spring Push]]>><<set $edenlove -= 1>><<set $edendom -= 1>><</click>><br> <<click [[Let Eden have you|Clearing Spring Sex]]>><<set $sexstart to 1>><<set $edenlove += 1>><<set $edendom += 1>><</click>><<promiscuous1>><br> <<else>> <<click [[Stay in the spring (0:30)|Clearing Spring]]>><<endevent>><<pass30>><<lstress30>><<set $phase to 1>><</click>><<lstress>><br> <<click [[Masturbate|Clearing Spring Masturbation]]>><<set $masturbationstart to 1>><</click>><br> <<click [[Get out|Eden Clearing]]>><<clotheson>><</click>> <</if>> :: Clearing Spring Push [nobr] <<set $outside to 1>><<set $location to "cabin">><<effects>> You press your hand against <<his>> face and push <<him>> away. <<if $edenlove - $edenlust gte 1>> "You wanna be like that?" <<he>> says. "Fine. Don't forget who looks after you though. You should show more respect." <<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before walking back to the cabin.<br><br> <<click [[Stay in the spring|Clearing Spring]]>><<endevent>><<pass30>><<lstress30>><<set $phase to 1>><</click>><<lstress>><br> <<click [[Get out|Eden Clearing]]>><<clotheson>><</click>> <<else>> <<He>> swats your arm away and pulls you into <<himstop>><br><br> <<click [[Next|Clearing Spring Sex]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Clearing Spring Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 100>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<promiscuity1>> <<if $penis is "clothed">> <<set $penis to 0>> <</if>> <<if $vagina is "clothed">> <<set $vagina to 0>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemyanger += 50>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Clearing Spring Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Clearing Spring Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Clearing Spring Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Clearing Spring Sex]]>><</click>></span><<nexttext>> <</if>> :: Clearing Spring Sex Finish [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $edenlust -= 20>> "You're extra wet now," <<he>> laughs. <<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before walking back to the cabin.<br><br> <<endcombat>> <<elseif $enemyhealth lte 0>> "You ungrateful slut," <<he>> says. "Maybe I should just fucking drown you!" <<He>> winces and holds <<his>> side. "I need to get something for this."<br><br> <<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before stumbling back to the cabin.<br><br> <<endcombat>> <<elseif $finish is 1>> "Did I interrupt your bath?" <<he>> says. "You're so cute." <<He>> swims to the shore and climbs out. <<He>> doesn't bother dressing before walking back to the cabin.<br><br> <<endcombat>> <</if>> <br><br> <<click [[Stay in the spring|Clearing Spring]]>><<endevent>><<pass30>><<lstress30>><<set $phase to 1>><</click>><<lstress>><br> <<click [[Get out|Eden Clearing]]>><<clotheson>><</click>> :: Cabin Settings [nobr] <<settings>> <<click [[Back|Eden Cabin]]>><</click>><br> :: Eden Mirror [nobr] <<effects>> <<mirror>><br><br> <<click [[Step away|Eden Cabin]]>><</click>><br>
fire2244/degrees
game/loc-cabin.twee
twee
unknown
96,305
:: Ocean Breeze [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You are in the Ocean Breeze Cafe. <<if $openinghours is 1>> <<if $weather is "clear">> Most of the tables are full. <<elseif $weather is "overcast">> The cafe is busy, and despite the strong winds some people are sitting outside. <<elseif $weather is "rain">> No one is sitting outside due to the rain, but the cafe proper is crowded. <</if>> <</if>> <br><br> <<if $stress gte 10000>><<passoutshop>> <<else>> <<if $closinghour is 1>> It's closing time. The proprietor is herding everyone outside.<<if $exposed gte 1>>You feel a twinge of panic as you realise how exposed you'll be should you be found in this state of dress.<</if>><br><br> <<elseif $openinghours is 0>> You are alone in the darkness.<br><br> <<elseif $exposed gte 1>> You are hiding beneath a table to protect your dignity.<br><br> <</if>> <<if $openinghours is 1 and $exposed lt 1 and $oceanbreezejob isnot 1>> <<if $oceanbreezejoboffer is 1>> <<click [[Ask for work|Ocean Breeze Ask Again]]>><</click>><br> <<else>> <<click [[Ask for work|Ocean Breeze Ask]]>><</click>><br> <</if>> <</if>> <<if $openinghours is 1 and $exposed lt 1 and $oceanbreezejob is 1>> <<if $playergenderappearance is "m">> <<click [[Work as a waiter (1:00)|Ocean Breeze Work]]>><<set $tablesservedstat to $tablesservedstat + random(10,30)>><</click>><br> <<else>> <<click [[Work as a waitress (1:00)|Ocean Breeze Work]]>><<set $tablesservedstat to $tablesservedstat + random(10,30)>><</click>><br> <</if>> <</if>> <<if $openinghours is 0 and $closinghour isnot 1 and $oceanbreezetheft isnot 1>> <<click [[Examine the cash register|Ocean Breeze Register]]>><</click>><br> <</if>> <br> [[Leave|Cliff Street]]<br> <br> <</if>> :: Ocean Breeze Lock [nobr] <<set $outside to 0>><<effects>><<set $lock to 200>> <<openinghours>> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Ocean Breeze]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Cliff Street]]>><</click>><br> :: Ocean Breeze Ask [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $oceanbreezejoboffer to 1>> <<sam>><<person1>>You walk up to the overweight <<if $pronoun is "m">>man<<else>>woman<</if>> behind the counter. <<He>> smiles at you. "Aren't you a cutie! What will it be?"<br><br> You ask if <<he>> has any work for you. <<His>> smile broadens. "As a matter of fact I need a cute <<if $playergenderappearance is "m">>waiter.<<else>>waitress.<</if>> The pay is £5 an hour, plus tips. Just a warning though, some customers might try to grope you. Please be patient with them, they don't mean nothing by it! We're always understaffed, so you can work whenever we're open." <br><br> <<click [[Take job|Ocean Breeze Take Job]]>><</click>><br> <<click [[Refuse job|Ocean Breeze]]>><<endevent>><</click>><br> :: Ocean Breeze Take Job [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $oceanbreezejob to 1>> "Splendid!" <<He>> says, grabbing your hand in both of <<his>> own and shaking. "I'm Sam, by the way. Come on, let me show you the ropes."<br><br> <<click [[Next|Ocean Breeze]]>><<endevent>><</click>> :: Ocean Breeze Ask Again [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<sam>><<person1>>You walk up to the overweight <<if $pronoun is "m">>man<<else>>woman<</if>> behind the counter. <<He>> smiles at you. "Welcome back! Have you reconsidered?"<br><br> <br><br> <<click [[Take job|Ocean Breeze Take Job]]>><</click>><br> <<click [[Refuse job|Ocean Breeze]]>><<endevent>><</click>><br> :: Ocean Breeze Work [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $rng to random(1, 100)>> <<if $rng gte 81 and $weather isnot "rain">> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<if $skirt is 1>> As you're serving tables outside the cafe, a strong breeze blows in from the ocean, lifting your skirt and exposing your <<undies>> for anyone who looks.<<undiestrauma>><br><br> <<if $undertype isnot "naked" and $undertype isnot "chastity">> <<click [[Own it|Ocean Breeze Own]]>><<set $phase to 0>><</click>><<exhibitionist1>><br> <<elseif $exhibitionism gte 35>> <<click [[Own it|Ocean Breeze Own]]>><<set $phase to 1>><</click>><<exhibitionist3>><br> <</if>> <<click [[Cover yourself|Ocean Breeze Cover]]>><</click>> <<if $undertype isnot "naked" and $undertype isnot "chastity">> <<fameexhibitionism5>> <<else>> <<fameexhibitionism10>> <</if>> <<else>> As you're serving tables outside the cafe, a strong breeze blows in from the ocean, pleasantly caressing your skin.<<lstress>><<lstress20>><br><br> The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass60>><br><br> <<click [[Next|Ocean Breeze]]>><<endevent>><</click>> <</if>> <<else>> You spend most of the shift serving the tables outside, overlooking the ocean.<br><br> The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass60>><br><br> <<click [[Next|Ocean Breeze]]>><<endevent>><</click>> <</if>> <<elseif $rng gte 61>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<generate1>><<generate2>>You serve a young pair, a <<person1>><<person>> and a <<person2>><<personstop>> <<if $skirt is 1>> <<if $undertype is "naked">> As you turn to leave, the <<person1>><<person>> lifts the hem of your $lowerclothes, revealing your bare <<bottom>> to the cafe. "No underwear?" <<He>> says with incredulity. "You're a little slut, aren't you?"<<fameexhibitionism10>><<gstress60>><<garousal60>><<gstress>><<garousal>><br><br> <<click [[Get angry|Ocean Breeze Angry]]>><</click>><br> <<click [[Ignore|Ocean Breeze Ignore]]>><<gtrauma60>><<gstress60>><<set $phase to 2>><</click>><<gtrauma>><<gstress>><br> <<else>> As you turn to leave, the <<person1>><<person>> lifts the hem of your $lowerclothes, revealing your $underclothes to the cafe. <<He>> and the <<person2>><<person>> both laugh, drawing more attention to you.<<fameexhibitionism1>><<gstress30>><<garousal30>><<gstress>><<garousal>><br><br> <<click [[Get angry|Ocean Breeze Angry]]>><</click>><br> <<click [[Ignore|Ocean Breeze Ignore]]>><<gtrauma30>><<gstress30>><<set $phase to 1>><</click>><<gtrauma>><<gstress>><br> <</if>> <<else>> <<if $undertype is "naked">> As you turn to leave, the <<person1>><<person>> pulls down the back of your $lowerclothes, revealing your bare <<bottom>> to the cafe. "No underwear!" <<He>> says with incredulity. "Bet you regret that now."<<fameexhibitionism5>><<gstress30>><<garousal30>><<gstress>><<garousal>><br><br> <<click [[Get angry|Ocean Breeze Angry]]>><</click>><br> <<click [[Ignore|Ocean Breeze Ignore]]>><<gtrauma30>><<gstress30>><<set $phase to 1>><</click>><<gtrauma>><<gstress>><br> <<else>> As you turn to leave, the <<person1>><<person>> pulls down the back of your $lowerclothes, revealing your $underclothes to the cafe.<<fameexhibitionism1>><<gstress20>><<garousal20>><<gstress>><<garousal>><br><br> <<click [[Get angry|Ocean Breeze Angry]]>><</click>><br> <<click [[Ignore|Ocean Breeze Ignore]]>><<gtrauma20>><<gstress20>><<set $phase to 0>><</click>><<gtrauma>><<gstress>><br> <</if>> <</if>> <<else>> <<generate1>><<generate2>>You serve a young pair, a <<person1>><<person>> and a <<person2>><<personstop>> You think you catch the <<person1>><<person>> checking you out, but they don't say anything.<br><br> The rest of the shift passes uneventfully. You earn £5.<<pass60>><<set $money += 500>><br><br> <<click [[Next|Ocean Breeze]]>><<endevent>><</click>><br> <</if>> <<elseif $rng gte 41>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<generate1>><<person1>> A <<person>> enters the cafe and sits alone in the corner. <<He>> keeps stealing glances at you, and when you go to take <<his>> order <<he>> asks only for a glass of water. As you turn to leave <<he>> grabs your wrist. "You don't happen to be on the menu, do you?" <<He>> smiles. "How about you and I find somewhere quiet and have some fun? I'll make it worth your while." <<He>> taps <<his>> <<if $pronoun is "m">>wallet.<<else>>purse.<</if>> <<His>> intentions are clearly lewd in nature.<br><br> <<if $promiscuity gte 15>> <<click [[Accept the offer|Ocean Breeze Whore]]>><<set $sexstart to 1>><</click>><<promiscuous2>><br> <<else>> You are not promiscuous enough to take up such an offer.<br><br> <</if>> <<click [[Refuse|Ocean Breeze Whore Refuse]]>><</click>> <<else>> <<generate1>><<person1>> A <<person>> enters the cafe and sits alone in the corner. <<He>> keeps stealing glances at you. However, <<he>> refuses to make eye contact when you take <<his>> order.<br><br> The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass60>><br><br> <<click [[Next|Ocean Breeze]]>><<endevent>><</click>> <</if>> <<elseif $rng gte 21>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<generate1>><<generate2>><<generate3>><<generate4>> A large group enters the cafe, taking up several tables by themselves. You try to ask for their order, but a <<person1>><<person>> interrupts you. "It's my birthday today you know. How about something special?" <<He>> openly ogles your body. "Wanna climb up on the table and give us a dance?"<br><br> <<click [[Dance for them|Ocean Breeze Dance]]>><<set $dancing to 1>><<set $audience to 4>><<set $venuemod to 2>><<set $timer to 12>><<set $dancelocation to "cafe">><</click>><<exhibitionist1>><<gstress>><<gtiredness>><br><br> <<click [[Refuse|Ocean Breeze Dance Refuse]]>><</click>> <<else>> A large group enters the cafe, taking up several tables by themselves. They don't give you any trouble though. <br><br> The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass60>><br><br> <<click [[Next|Ocean Breeze]]>><<endevent>><</click>> <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 51 and $bestialitydisable is "f">> Sam asks you to take some trash to the dumpster beside the cafe. Stood beside the dumpster however is a stray dog. It growls as you approach.<br><br> <<click [[Continue regardless|Ocean Breeze Dumpster Dog]]>><<gstress60>><</click>><<gstress>><br> <<click [[Forget your task and go back inside|Ocean Breeze Dumpster Refuse]]>><</click>> <<else>> <<generate1>><<generate2>>Sam asks you to take some trash to the dumpster beside the cafe. Stood beside the dumpster however are a <<person1>><<person>> and a <<person2>><<personstop>> They have a dangerous look about them.<br><br> <<click [[Continue regardless|Ocean Breeze Dumpster]]>><<gstress60>><</click>><<gstress>><br> <<click [[Forget your task and go back inside|Ocean Breeze Dumpster Refuse]]>><</click>> <</if>> <</if>> :: Ocean Breeze Angry [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $samlove -= 1>> You turn on the spot and glare at the <<person1>><<personstop>> The grin falls off <<his>> face. "Just having a laugh. No need to pout." Sam looks over at you disapprovingly.<br><br> The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass60>><br><br> <<click [[Next|Ocean Breeze]]>><<endevent>><</click>> :: Ocean Breeze Ignore [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> You rearrange your $lowerclothes and continue as if nothing happened.<br><br> <<set $tipmod to 0.2>><<tipset>> <<set $tip += 500>> <<set $tip += 100>> The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive>><br><br> <<elseif $phase is 1>> You rearrange your $lowerclothes and continue as if nothing happened.<br><br> <<set $tipmod to 0.2>><<tipset>> <<set $tip += 500>> <<set $tip += 200>> The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive>><br><br> <<else>> You rearrange your $lowerclothes and continue as if nothing happened, blushing at being exposed and humiliated in public like this.<br><br> <<set $tipmod to 0.2>><<tipset>> <<set $tip += 500>> <<set $tip += 500>> The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive>><br><br> <</if>> <<pass60>> <<click [[Next|Ocean Breeze]]>><<endevent>><</click>> :: Ocean Breeze Whore [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 40>> <<set $tipmod to 2>><<tipset>> "Meet me in the alley next to the cafe in five minutes, behind the dumpster." <<He>> leaves without looking back.<<pass5>> You slip out while no one is looking, and find <<him>> waiting for you behind the dumpster as promised. <<He>> doesn't waste any time.<<promiscuity2>><br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal lte $enemyarousalmax and $enemyhealth gt 0 and $alarm lte 0 and $finish is 0>> <span id="next"><<click [[Next|Ocean Breeze Whore]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Ocean Breeze Whore Finish]]>><</click>></span><<nexttext>> <</if>> :: Ocean Breeze Whore Refuse [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You tell the <<person>> that this establishment doesn't serve anything not found on the menu, and leave to fetch <<his>> water. When you return, <<hes>> already gone.<br><br> The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass60>><br><br> <<click [[Next|Ocean Breeze]]>><<endevent>><</click>> :: Ocean Breeze Whore Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $consensual is 1>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution1>> "Here's your pay, whore." <<He>> drops some cash on you as <<he>> leaves. <<tearful>> you hurry back inside before you're missed.<br><br> <<tipreceive>> <<else>> "Fine. I hope you don't expect anything." <<He>> looks at you with disgust as <<he>> leaves. <<tearful>> you hurry back inside before you're missed.<br><br> <</if>> <<else>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<fameprostitution1>><<set $prostitutionstat += 1>> "Here's your pay, whore." <<He>> drops some cash on you as <<he>> leaves. <<tearful>> you hurry back inside before you're missed.<br><br> <<tipreceive>> <<elseif $enemyhealth lte 0>> You manage to knock the <<person>> backwards, giving you time to escape. <<tearful>> you flee back into the cafe.<br><br> <</if>> <<if $alarm gte 1>> Sam bursts through the cafe back entrance to see what the fuss is about. The <<person>> shields hides <<his>> face and darts away, pushing you to the ground. Sam helps you up and gently steers you back inside.<<famerape1>><br><br> <</if>> <</if>> <br><br> <<clothesontowel>> <<endcombat>> The rest of the shift passes uneventfully. You earn £5.<<set $money += 5>><<pass50>><<pass3>><br><br> <<click [[Next|Ocean Breeze]]>><</click>> :: Ocean Breeze Dance [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<danceeffects>> <<danceaudience>> <<danceactions>> <<if $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.<br><br> <<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.<br><br> <</if>> <<if $danceevent is "finish">> <<click [[Next|Ocean Breeze]]>><<endevent>><<clotheson>><</click>> <<elseif $danceevent is 0>> <<if $exposed gte 2 and $exhibitionism lte 74>> <<click [[Flee|Ocean Breeze Dance Stop]]>><</click>> <<elseif $exposed gte 1 and $exhibitionism lte 34>> <<click [[Flee|Ocean Breeze Dance Stop]]>><</click>> <<else>> <<click [[Stop|Ocean Breeze Dance Stop]]>><</click>> <</if>> <</if>> :: Ocean Breeze Dance Refuse [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass60>><br><br> <<click [[Next|Ocean Breeze]]>><<endevent>><</click>> :: Ocean Breeze Dance Stop [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You rush to a back room, out of sight. <<clotheson>> The rest of the shift passes uneventfully, though many of the patrons who saw you dance throw glances your way.<br><br> You earn £5.<<set $money += 5>> <<if $timer is 12>> <<pass60>> <<elseif $timer is 11>> <<pass50>><<pass5>> <<elseif $timer is 10>> <<pass50>> <<elseif $timer is 9>> <<pass40>><<pass5>> <<elseif $timer is 8>> <<pass40>> <<elseif $timer is 7>> <<pass30>><<pass5>> <<elseif $timer is 6>> <<pass30>> <<elseif $timer is 5>> <<pass20>><<pass5>> <<elseif $timer is 4>> <<pass20>> <<elseif $timer is 3>> <<pass10>><<pass5>> <<elseif $timer is 2>> <<pass10>> <<elseif $timer is 1>> <<pass5>> <</if>> <br><br> <<clothesontowel>> <<click [[Next|Ocean Breeze]]>><<endevent>><</click>> :: Ocean Breeze Dumpster [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>><<set $outside to 1>> You decide you're being paranoid, and walk over to the dumpster. As you turn to leave however, you find the pair blocking your path. The <<person1>><<person>> grabs your arms and covers your mouth, while the <<person2>><<person>> grins at you. "Such a pretty little thing."<br><br> <<click [[Next|Ocean Breeze Rape]]>><<set $molestationstart to 1>><</click>><br> <<else>> You decide you're being paranoid, and walk over to the dumpster. The pair check you out as you walk by, but don't say anything.<br><br> The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass60>><br><br> <<click [[Next|Ocean Breeze]]>><<endevent>><</click>> <</if>> :: Ocean Breeze Dumpster Refuse [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<endevent>> <<sam>><<person1>>You decide not to risk it and go back inside. Sams says <<he>> understands, but doesn't look happy.<<set $samlove -= 1>><br><br> The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass60>><br><br> <<click [[Next|Ocean Breeze]]>><<endevent>><</click>> :: Ocean Breeze Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<set $rescue to 1>> <<man2init>> <<set $leftarm to "grappled">><<set $rightarm to "grappled">><<set $mouthuse to "lefthand">><<set $lefthand to "mouth">><<set $righthand to "arms">> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal lte $enemyarousalmax and $enemyhealth gt 0 and $alarm lte 0>> <span id="next"><<click [[Next|Ocean Breeze Rape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Ocean Breeze Rape Finish]]>><</click>></span><<nexttext>> <</if>> :: Ocean Breeze Rape Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Satisfied, the pair leave you be. <<tearful>> you hurry back inside before you're missed.<br><br> <<elseif $enemyhealth lte 0>> You manage to knock the pair against the dumpster, giving you time to escape. <<tearful>> you flee back into the cafe.<br><br> <<elseif $alarm gte 1>> Sam bursts through the cafe back entrance to see what the fuss is about. The pair flee the scene, pushing you to the ground as they do. Sam helps you up and gently steers you back inside.<<set $rescued += 1>><<famerape1>><br><br> <</if>> <<clothesontowel>> <<endcombat>> The rest of the shift passes uneventfully. You earn £5.<<set $money += 5>><<pass50>><<pass3>><br><br> <<click [[Next|Ocean Breeze]]>><</click>> :: Ocean Breeze Dumpster Dog [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>><<set $outside to 1>> You decide you're being paranoid, and walk over to the dumpster. As you turn to leave however, the dog blocks your path.<br><br> <<click [[Next|Ocean Breeze Dog Rape]]>><<set $molestationstart to 1>><</click>><br> <<else>> You decide you're being paranoid, and walk over to the dumpster. The dog runs away as you draw closer.<br><br> The rest of the shift passes uneventfully. You earn £5.<<set $money += 500>><<pass60>><br><br> <<click [[Next|Ocean Breeze]]>><<endevent>><</click>> <</if>> :: Ocean Breeze Dog Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">><<set $beasttype to "dog">> <<set $rescue to 1>> <<beast1init>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Ocean Breeze Dog Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Ocean Breeze Dog Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Ocean Breeze Dog Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Ocean Breeze Dog Rape]]>><</click>></span><<nexttext>> <</if>> :: Ocean Breeze Dog Rape Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the dog leaves you be. <<tearful>> you head back into the cafe.<br><br> <<elseif $enemyhealth lte 0>> The dog yelps in pain and flees. <<tearful>> you head back into the cafe.<br><br> <<elseif $alarm gte 1>> Sam bursts through the cafe back entrance to see what the fuss is about. Startled, the dog flees. You feel humiliated, but Sam helps you up and gently steers you back inside.<<famebestiality1>><<set $rescued += 1>><br><br> <</if>> <<clothesontowel>> <<endcombat>> The rest of the shift passes uneventfully. You earn £5.<<set $money += 5>><<pass50>><<pass3>><br><br> <<click [[Next|Ocean Breeze]]>><</click>> :: Ocean Breeze Own [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> You spin on the spot, flaring your skirt up even more and making sure everyone gets a good view before the wind dies down.<<exhibitionism1>><br><br> <<set $tipmod to 0.2>><<tipset>> <<set $tip += 500>> <<set $tip += 200>> The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive>><br><br> <<else>> You press down on the front of your skirt to cover your <<genitals>> but lean forward as you do, sticking your bare butt out while feigning embarrassment. <<exhibitionism3>><br><br> <<set $tipmod to 0.2>><<tipset>> <<set $tip += 500>> <<set $tip += 500>> The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive>><br><br> <</if>> <<click [[Next|Ocean Breeze]]>><<endevent>><<pass60>><</click>> :: Ocean Breeze Cover [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> Cheeks flushing, you press down on your skirt to cover your dignity before the situation worsens, and hasten back inside.<br><br> <<if $playergenderappearance is "f" and $playergender is "m">> As you escape into the cafe you think you hear someone say, "Was that a penis?"<br><br> <</if>> <<set $tipmod to 0.2>><<tipset>> <<set $tip += 500>> <<set $tip += 100>> The rest of the shift passes uneventfully. Someone left you a tip.<<tipreceive>><br><br> <<click [[Next|Ocean Breeze]]>><<endevent>><<pass60>><</click>>
fire2244/degrees
game/loc-cafe.twee
twee
unknown
24,423
:: Test [nobr] <<set $wolfpacktrust += 50>><<eventwolfcave>> :: Elk Compound Climb [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You climb the fence and haul yourself over the top, landing on Elk Street proper. You don't think anyone saw you.<br><br> <<set $compoundalarm to 0>> <<set $compoundpipes to 0>> <<set $compoundsmoke to 0>> <<set $compoundcentre to 0>> <<set $compoundbluff to 0>> <<click [[Next|Elk Street]]>><</click>><br> :: Elk Compound [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You are in the compound on Elk Street. Three red brick buildings stand surrounded by a chain link fence. The gate is guarded by security personnel. <span class="red">You are trespassing.</span> <br><br> <<if $compoundstate is undefined>> <span class="gold">You've discovered the compound on Elk Street.</span><br><br><<set $compoundstate to 0>> <</if>> <<if $compoundalarm gte 1>> <<set $compoundstate to 1>> <</if>> <<if $compoundalarm is undefined>> <<set $compoundalarm to 0>> <</if>> <<if $compoundalarm is 0>> <span class="green">Security are relaxed.</span> <<elseif $compoundalarm is 1>> <span class="lblue">Security are suspicious.</span> <<elseif $compoundalarm is 2>> <span class="purple">Security are aware of an intruder.</span> <<else>> <span class="red">Security are on high alert.</span> <</if>> <br><br> <<if $stress gte 10000>><<passoutcompound>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger lte (3000 * $compoundalarm) and $eventskip isnot 1>> <<if $bestialitydisable is "f" and $rng gte 51>> A guard dog runs towards you. It stops a few feet away and starts barking.<br><br> <<if $deviancy gte 15>> <<click [[Calm it|Elk Compound Bestiality]]>><<set $sexstart to 1>><</click>><<deviant2>><br> <</if>> <<click [[Fight|Elk Compound Bestiality]]>><<set $molestationstart to 1>><</click>><br> <<click [[Escape the compound|Elk Compound Run]]>><<crime30>><</click>><<crime>><br> <<else>> A hand rests on your shoulder. <<generate1>><<person1>>"Alright <<girlcomma>> playtime's over," <<he>> waves <<his>> baton in front of your face. "I found <<phim>> outside," <<he>> says into <<his>> radio. "Alright, I'll keep <<phim>> here until then."<br><br> <<if $compoundbluff is 1>> <span class="pink">Bluffing isn't going to work again.</span><br> <<else>> <<set $skulduggerydifficulty to 600>> <<click [[Bluff|Elk Compound Bluff]]>><</click>><<skulduggerydifficulty>><br> <</if>> <<click [[Fight|Elk Compound Fight]]>><<set $fightstart to 1>><</click>><br> <<click [[Wait|Elk Compound Underground]]>><</click>><br> <</if>> <<else>> <<if $compoundpipes isnot 1>> <<click [[Investigate the building with storage tanks outside|Elk Compound Pipes]]>><</click>><br> <</if>> <<if $compoundsmoke isnot 1>> <<click [[Investigate the building with smokestacks|Elk Compound Smoke]]>><</click>><br> <</if>> <<if $compoundcentre isnot 1>> <<click [[Investigate the central building|Elk Compound Central]]>><</click>><br> <</if>> <<click [[Climb the fence to safety|Elk Compound Climb]]>><</click>><br> <</if>> <</if>> <<set $eventskip to 0>> :: Elk Compound Pipes [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> The door to the building opens easily, and you enter. The inside is dominated by a pool of pink liquid. In the centre sits a pink crystal on a plinth, connected to the side by a thin walkway. It looks valuable.<br><br> <<click [[Take it|Elk Compound Crystal]]>><</click>><<crime>><br> <<click [[Leave|Elk Compound]]>><</click>><br> :: Elk Compound Smoke [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> The door opens easily and you enter the building. The inside is full of a sweet-smelling smoke. You can only see a few feet in front of you. The smoke makes you feel lightheaded.<br><br> <<click [[Explore (0:10)|Elk Compound Explore]]>><<pass10>><</click>><br> <<click [[Leave|Elk Compound]]>><</click>><br> :: Elk Compound Central [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $lock to 300>> The door is locked tight.<br><br> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Break in (0:05)|Elk Compound Interior]]>><<pass5>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Elk Compound]]>><</click>><br> :: Elk Compound Bestiality [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $enemytrust -= 40>><<set $beasttype to "dog">><<set $enemyanger += 20>> <<set $rescue to 1>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "dog">><<set $enemytrust -= 40>> You drop to the floor and adopt a mating posture. The dog stops barking, but now has something else in mind.<<deviancy2>> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Elk Compound Bestiality Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Elk Compound Bestiality Finish]]>><</click>></span><<nexttext>> <<elseif $alarm is 1>> <span id="next"><<click [[Next|Elk Compound Bestiality Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Elk Compound Bestiality Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Elk Compound Bestiality]]>><</click>></span><<nexttext>> <</if>> :: Elk Compound Run [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $physique gte $rng * 100 + 6000>> You <span class="green">successfully</span> climb the fence and haul yourself over the top, landing on Elk Street proper. Dogs bark behind you and alert the guards who arrive in time to see you escape.<br><br> <<set $compoundalarm to 0>> <<set $compoundpipes to 0>> <<set $compoundsmoke to 0>> <<set $compoundcentre to 0>> <<set $compoundbluff to 0>> <<click [[Next|Elk Street]]>><</click>><br> <<else>> You try to run, <span class="red">but the dog chases you down.</span><br><br> <<click [[Next|Elk Compound Bestiality]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Elk Compound Bestiality Finish [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Panting, the guard dog returns to where it came from.<br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Elk Compound]]>><<set $eventskip to 1>><</click>><br> <<elseif $enemyhealth lte 0>> The beast whimpers and hides behind one of the buildings.<br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Elk Compound]]>><<set $eventskip to 1>><</click>><br> <<elseif $alarm is 1 and $rescue is 1>> <<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> arrive to investigate the noise. <<if $beaststance is "top">> They see the dog humping you and laugh. "Good boy," the <<person1>><<person>> says.<br><br> <<else>> They see what the dog wants from you and laugh. "Good boy," the <<person1>><<person>> says.<br><br> <</if>> <<person2>>We should probably let the dog have its treat," says the <<person>> as <<he>> crouches for a closer look. <<He>> pulls out <<his>> phone and starts filming.<br><br> <<click [[Next|Elk Compound Bestiality 2]]>><</click>><br> <<else>> The beast turns and darts away, barking.<<crime>><<set $compoundalarm += 1>> <<crime50>><br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Elk Compound]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Elk Compound Bestiality 2 [nobr] <<effects>> <<effectsman>><br><<beast>><br><br> The <<person2>><<person>> films you. <<if $face is "covered">> At least <<he>> can't see your face. <<else>> <<famebestiality1>> <</if>> <br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Elk Compound Bestiality 2 Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Elk Compound Bestiality 2 Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Elk Compound Bestiality 2]]>><</click>></span><<nexttext>> <</if>> :: Elk Compound Bestiality 2 Finish [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Panting, the guard dog returns to where it came from.<br><br> The <<person1>><<person>> grabs your arm. "Alright little <<girlcomma>> you've had your fun," <<he>> says, dragging you to the gate.<br><br> "Think we should tell them downstairs?" the <<person1>><<person>> asks.<br><br> "Sure. You got it all on your phone didn't you? It'll make their day. This <<bitch>> just broke in for the thrill and has paid for it, we don't need to keep <<pher>> longer." They shove you out the gate, closing it behind you.<br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<set $compoundalarm to 0>> <<set $compoundpipes to 0>> <<set $compoundsmoke to 0>> <<set $compoundcentre to 0>> <<set $compoundbluff to 0>> <<click [[Next|Elk Street]]>><<set $eventskip to 1>><</click>><br> <<elseif $enemyhealth lte 0>> The beast whimpers and hides behind one of the buildings.<br><br> The <<person1>><<person>> grabs your arm. "Alright little <<girlcomma>> you've had your fun," <<he>> says, dragging you to the gate.<br><br> "Think we should tell them downstairs?" the <<person1>><<person>> asks.<br><br> "Sure. You got it all on your phone didn't you? It'll make their day. This <<bitch>> just broke in for the thrill and has paid for it, we don't need to keep <<pher>> any longer." They shove you out the gate, closing it behind you.<br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<set $compoundalarm to 0>> <<set $compoundpipes to 0>> <<set $compoundsmoke to 0>> <<set $compoundcentre to 0>> <<set $compoundbluff to 0>> <<click [[Next|Elk Street]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Elk Compound Bluff [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $submissive gte 1150>> "I-I-," you stammer. "I kicked my ball over the fence. I just wanted it back." You look down in mock shame. <<elseif $submissive lte 850>> You turn to face <<him>> and place your hands on your hips. "Excuse me?" you say. "I have every right to be here. You'll stop bothering me if you value your job." <<else>> "I'm delivering something," you say. "Go ask your boss." <</if>> <br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>><<set $compoundbluff to 1>> <<if $submissive gte 1150>> <<He>> sighs. "Stupid <<girlcomma>> you shouldn't enter places you don't understand. Go find your ball, but then leave straight away, alright?" <span class="green">You nod and skip away.</span> <<elseif $submissive lte 850>> You've unnerved <<himstop>> "Wait a moment," <<he>> says. "Just let me confirm that with my supervisor." <<He>> turns away to talk into <<his>> radio. That's all you need. <span class="green">You slip away while <<his>> back is turned.</span> <<else>> "You really shouldn't be skulking around then," <<he>> says. "Just do your job and leave. It's not safe for you around here." <span class="green">You nod and walk away.</span> <</if>> <br><br> <<endevent>> <<click [[Next|Elk Compound]]>><<set $eventskip to 1>><</click>><br> <<else>> "Nice try," <<he>> says. "But you're not wriggling away." <span class="red"><<He>> grips your shoulder more tightly.</span><br><br> <<click [[Next|Elk Compound Underground]]>><</click>><br> <</if>> :: Elk Compound Fight [nobr] <<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust - 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> You smack <<his>> hand away from you. "If that's how you want it," <<he>> says. <br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Elk Compound Fight Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Elk Compound Fight Finish]]>><</click>></span><<nexttext>> <<elseif $pain gte 100>> <span id="next"><<click [[Next|Elk Compound Fight Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Elk Compound Fight]]>><</click>></span><<nexttext>> <</if>> :: Elk Compound Underground [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> "We won't need to wait long," the <<person1>><<person>> says. As if in answer, the door to the central building opens. A <<generate2>><<person2>><<person>> in a lab coat exits.<br><br> "I'll take the <<girl>> from here," <<he>> says. "They want to speak to <<phim>> downstairs."<br><br> "If you say so."<br><br> As soon as the <<person>> touches your arm a jolt surges through you. You lose consciousness.<br><br> <<upperruined>><<lowerruined>><<underruined>> <<click [[Next|Elk Compound Experiment]]>><<endcombat>><</click>><br> :: Elk Compound Fight Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> leans against the wall, panting. <<tearful>> you escape into the maze of storage tanks and pipes littering the compound.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Elk Compound]]>><<set $eventskip to 1>><</click>><br> <<elseif $enemyhealth lte 0>> <<tearful>> you shove the <<person>> into the wall and run. <<He>> tries to chase, but you lose <<him>> among the storage tanks and pipes littering the compound.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Elk Compound]]>><<set $eventskip to 1>><</click>><br> <<else>> <<tearful>> you fall to the ground. "I didn't like that," the <<person1>><<person>> says. "But it's my job."<br><br> <<clotheson>> <<click [[Next|Elk Compound Underground]]>><</click>><br> <</if>> :: Elk Compound Experiment [nobr] <<pass60>><<set $outside to 0>><<set $location to "town">><<effects>> <<set $compoundalarm to 0>> <<set $compoundpipes to 0>> <<set $compoundsmoke to 0>> <<set $compoundcentre to 0>> <<set $compoundbluff to 0>> You wake up, naked <<if $undertype is "chastity">>save for your chastity belt<</if>> and strapped to a metal board. Pipes and wires protrude from concrete walls. <<generate1>><<person1>>A <<person>> works at a console in the corner. <<He>> glances at you. "Aha," <<he>> says. "You're awake." <<He>> pushes <<himself>> towards you on <<his>> chair and produces a bundle of wires from <<his>> lab coat.<br><br> The wires have pads on one end. <<He>> starts sticking them to your body. <<He>> goes about <<his>> work with a clinical professionalism that makes you feel less humiliated by your <<lewdness>> than you'd expect. That is until <<he>> places one on each of your nipples.<br><br> <<if $undertype is "chastity">> <<He>> places a whole bunch on your $underclothes. "We can turn up the frequency, this is no problem," <<he>> mutters to <<himselfstop>> <</if>> <<if $penisexist is 1 and $undertype isnot "chastity">> <<He>> places one right on the tip of your <<penis>> and one on each teste. You tense at the sensation. <</if>> <<if $vaginaexist is 1 and $undertype isnot "chastity">> <<He>> pushes one into your <<pussycomma>> then another. You tense at the sensation. <</if>> "There we go," <<he>> says, plugging the other end of the wires into a machine beside <<himstop>> "Now <<girlcomma>> tell me, who are you working for?"<br><br> <i>If your pain or arousal max out, you'll tell <<him>> everything.</i><br><br> <<set $compoundmock to 0>> <<set $compoundhonest to 0>> <<set $compoundlie to 0>> <<set $compoundbeg to 0>> <<set $compoundflirt to 0>> <<compoundoptions>> :: Elk Compound Crystal [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<if $rng gte 51 and $tentacledisable is "f" and $hallucinations gte 2>> As you cross the walkway several tentacles rise from the fluid beneath you.<br><br> <<click [[Next|Elk Compound Tentacles]]>><<set $molestationstart to 1>><</click>><br> <<else>> As you cross the walkway the fluid beneath you becomes agitated. Some splashes you, eating through your clothing.<<set $upperintegrity -= 10>><<set $lowerintegrity -= 10>><br><br> You continue to the centre and take the crystal. It's warm to the touch.<br><br> <<set $compoundpipes to 1>> <<set $blackmoney += 50>> <<set $compoundalarm += 1>> <<crime50>> <<click [[Next|Elk Compound]]>><</click>><br> <</if>> <<else>> You cross the walkway and take the crystal. It's warm to the touch.<br><br> <<set $compoundpipes to 1>> <<set $blackmoney += 50>> <<set $compoundalarm += 1>> <<crime50>> <<click [[Next|Elk Compound]]>><</click>><br> <</if>> :: Elk Compound Tentacles [nobr] <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<set $tentacleno to 7>> <<set $tentaclehealth to 10>> <<tentaclestart>> <<set $tentacle1shaft to "waist">> <</if>> <<effects>> <<effectstentacles>> <<tentacles>> <<statetentacles>> <<actionstentacles>> <<if $activetentacleno lte ($tentacleno / 2)>> <span id="next"><<click [[Next|Elk Compound Tentacles Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Elk Compound Tentacles]]>><</click>></span><<nexttext>> <</if>> :: Elk Compound Tentacles Finish [nobr] <<effects>> The creature loses interest in you, and disappears into the pink liquid. <<tearful>> you struggle to your feet and finish crossing to the crystal. It's warm to the touch. <<clotheson>> <<endcombat>> <<set $compoundpipes to 1>> <<set $blackmoney += 50>> <<set $compoundalarm += 1>> <<crime50>> <<click [[Next|Elk Compound]]>><</click>> :: Elk Compound Explore [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You walk deeper into the building. The entrance is swallowed behind you. You make your way through a maze of pipes and machinery of unknown use. The smoke starts to make you feel warm.<<set $drugged += 60>><br><br> You come to a plinth with a purple crystal sat atop it. It looks valuable.<br><br> <<click [[Take it|Elk Compound Purple]]>><</click>><<crime>><br> <<click [[Leave|Elk Compound]]>><</click>><br> :: Elk Compound Purple [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You take the crystal. It's warm to the touch. Finding your way out is much easier than getting here.<br><br> <<set $compoundsmoke to 1>> <<set $blackmoney += 50>> <<set $compoundalarm += 1>> <<crime50>> <<click [[Next|Elk Compound]]>><</click>><br> :: Elk Compound Honest [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $compoundhonest is 1>> "I'm not working for anyone," you say. "I'm here alone."<br><br> <<He>> looks at a screen that you can only see the back of, then turns a dial. Soothing waves emanate from the pads attached to you, pleasuring every inch of your body. "Good. See, that wasn't so bad was it? Now then, why are you here?"<br><br> <<elseif $compoundhonest is 2>> "I'm here to steal things," you say. "For money." <<He>> turns the dial again, and you are once more assailed by the soothing waves. "Now," <<he>> says. "What did you steal?"<br><br> <<elseif $compoundhonest is 3>> "I steal money or anything I can sell." you say.<br><br> <<He>> turns the dial again, and you are once more assailed by the soothing waves. "Where do you sell things?"<br><br> <<elseif $compoundhonest is 4>> "I sell things on Harvest street," you say.<br><br> <<He>> turns the dial again, and you are once more assailed by the soothing waves. "Who do you sell things to?" <span class="red">If you're honest again, <<he>> will have everything <<he>> needs from you.</span><br><br> <<else>> "I sell things to Landry," you say, ashamed.<br><br> <</if>> <<compoundoptions>> :: Elk Compound Lie [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $compoundlie is 1>> "I work for the government," you say. "You better let me go."<br><br> <<He>> looks at a screen you can't see. "Liar." <<He>> turns a dial on the machine and an excruciating pain surges through you. It lasts only a moment, but leaves you shaking. "I don't want to do that again. So don't lie to me."<br><br> <<elseif $compoundlie is 2>> "I got lost," you say. "I was just looking for a way out."<br><br> <<He>> turns the dial once more and the pain surges through you again. "This could be so much easier for you," <<he>> says.<br><br> <<elseif $compoundlie is 3>> "I'm looking for my ball," <<he>> interrupts you with another surge of pain.<br><br> "I'm not falling for that one," <<he>> says.<br><br> <<elseif $compoundlie is 4>> "I'm giving you the chance to let me go," you say. "Before I break out and kick your ass."<br><br> <<He>> laughs as <<he>> turns the dial. "I don't even need to check the screen this time." <<else>> "You've hurt me too much," you say. "I can't remember anything."<br><br> "That's bad news for you," <<he>> says, turning the dial. "I can be here a while." <</if>> <<compoundoptions>> :: Elk Compound Mock [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $compoundmock is 1>> "Sure, I'll tell you everything," you say. "I'm here to spank naughty lab assistants. Unbind me so I can get to work."<br><br> "You won't be laughing for long," <<he>> says, spinning a dial on the machine. Pain sears through you, but leaves your mind feeling clearer.<br><br> <<elseif $compoundmock is 2>> "You think you can hurt me with your little toy?" you say through gritted teeth. "It barely tickles."<br><br> "Oh, then you won't mind this." <<He>> spins the dial again.<br><br> <<elseif $compoundmock is 3>> "I bet you tie yourself to this thing for fun," you say. "It's okay. We all have our fetishes."<br><br> "I'm starting to think I've found yours." <<He>> spins the dial once more.<br><br> <<elseif $compoundmock is 4>> "I could get used to this," you say. "If the science thing doesn't work out, you could have a shining career as a kinky whore."<br><br> "Is this thing even working?" <<he>> muses as <<he>> spins the dial again.<br><br> <<else>> "You like hurting <<girls>> then?" you say. "Better keep your porno stash hidden, if the police fi-"<br><br> "Shut up," <<he>> interrupts, spinning the dial.<br><br> <</if>> <<compoundoptions>> :: Elk Compound Beg [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $compoundbeg is 1>> "Please don't hurt me," you say.<br><br> "If you do as I say I won't have to. Here's a little taste." <<He>> spins a dial and a wave of pleasure emanates from the pads. The feeling soothes you to the core.<br><br> <<elseif $compoundbeg is 2>> "I-I'm scared," you say.<br><br> "It's okay <<girlcomma>> just give me what I ask." <<He>> spins the dial again, soothing you once more.<br><br> <<elseif $compoundbeg is 3>> "I didn't mean to do anything wrong," you say.<br><br> "I know you didn't, so tell me what I want to know." <<He>> spins the dial.<br><br> <<elseif $compoundbeg is 4>> "Let me go, please," you say.<br><br> "Cooperate and I will." <<He>> spins the dial.<br><br> <<else>> "Please just let me go," you say.<br><br> "For the last time, cooperate and I will." <<He>> spins the dial.<br><br> <</if>> <<compoundoptions>> :: Elk Compound Flirt [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $compoundflirt is 1>> "You have me all tied up and exposed," you say. "Isn't there something else you'd rather do to me?"<<promiscuity1>><br><br> <<He>> blushes, unsure how to respond. "D-don't joke around like that. You're in big trouble." You control your breathing and focus.<br><br> <<elseif $compoundflirt is 2>> "Some people would pay good money for the treatment you're giving me," you say. "I should thank you properly."<<promiscuity2>><br><br> <<He>> shifts uncomfortably. "Don't think you can sweet talk me. It won't work."<br><br> <<elseif $compoundflirt is 3>> "The real torture here," you say. "Is being denied your touch."<<promiscuity3>><br><br> <<He>> moves <<his>> hand away from the dials and rubs <<his>> temple. "Just stop it will you?"<br><br> <<elseif $compoundflirt is 4>> "You're such a tease. I can't wait to see what you want for the main course." You wink.<br><br> "This is the main course," <<he>> says, blushing. "Where did you learn to talk like this?"<br><br> <<else>> "I'm getting too hot here," you say. "Please help me. I'm at your mercy. Your fingers, your tongue, your..."<br><br> "Stop! Right now." <<He>> seems serious.<br><br> <</if>> <<compoundoptions>> :: Elk Compound Interior [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You successfully pick the lock and enter the building.<<set $compoundcentre to 1>><<set $compoundalarm += 1>> <<if $skulduggery lt 400>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> <br><br> The inside is dominated by a large lift. You see no way to operate it, but a laptop sits on a table in the corner.<br><br> <<click [[Take it and leave|Elk Compound]]>><<set $blackmoney += 100>><<crime100>><</click>><<crime>><br> <<click [[Leave|Elk Compound]]>><</click>><br>
fire2244/degrees
game/loc-compound.twee
twee
unknown
26,343
:: Forest [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $foresthunt gte 1>> <span class="red">You are being hunted.</span><br><br> <</if>> <<if $arousal gte 10000>> <<orgasmforest>> <</if>> <<if $forest lte 0>><<set $forest to 0>> <<forestmove>><br><br> <<if $stress gte 10000>><<passoutforest>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $eventskip is 0>> <<if $danger gte (9900 - ($allure * $forestmod))>> <<eventforestoutskirts>> <<else>> <<eventforestsafe>> <</if>> <<elseif $eventskip gte 1>> You are in the forest outskirts. You can make out the town between the trees.<br><br> <<click [[Accessory Shop (0:05)|Accessory Shop]]>><<pass5>><</click>><br> <br> Go deeper into the forest<br> <<click [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<set $forest += 5>><<pass5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</click>><<gharass>><br> <<click [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forest += 5>><<set $forestmove to "normally">><<pass10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</click>><br> <<click [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<set $forest += 5>><<pass30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>><<lharass>><br> <br> Search this area<br> <<click [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<pass5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</click>><<gharass>><br> <<click [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forestmove to "normally">><<pass10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</click>><br> <<click [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<pass30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>><<lharass>><br> <br> Leave the forest<br> <<click [[Danube Street (0:10)|Danube Street]]>><<pass10>><<set $foresthunt to 0>><</click>><br> <<click [[Wolf Street (0:10)|Wolf Street]]>><<pass10>><<set $foresthunt to 0>><</click>><br> <<click [[Nightingale Street (0:10)|Nightingale Street]]>><<pass10>><<set $foresthunt to 0>><</click>><br> <br> <<if $historytrait gte 3>> <<click [[Take secret path deeper into the woods (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forest += 50>><<set $forestmove to "secretin">><<pass10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</click>><br> <</if>> <</if>> <</if>> <<elseif $forest lte 20>> <<forestmove>><br><br> <<if $stress gte 10000>><<passoutforest>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $eventskip is 0>> <<if $danger gte (9900 - ($allure * $forestmod))>> <<eventforestoutskirts>> <<else>> <<eventforestsafe>> <</if>> <<elseif $eventskip gte 1>> You are in the forest. The trees are quite sparse, you can't be too far from town.<br><br> Go deeper into the forest<br> <<click [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<set $forest += 5>><<pass5>><<set $forestmove to "quickly">><<gharass>><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</click>><<gharass>><br> <<click [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forest += 5>><<set $forestmove to "normally">><<pass10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</click>><br> <<click [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<set $forest += 5>><<pass30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>><<lharass>><br> <br> Search this area<br> <<click [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<pass5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</click>><<gharass>><br> <<click [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forestmove to "normally">><<pass10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</click>><br> <<click [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<pass30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>><<lharass>><br> <br> Go towards town<br> <<click [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<set $forest -= 5>><<pass5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</click>><<gharass>><br> <<click [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forest -= 5>><<set $forestmove to "normally">><<pass10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</click>><br> <<click [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<set $forest -= 5>><<pass30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>><<lharass>><br> <br> <</if>> <</if>> <<elseif $forest lte 50>> <<forestmove>><br><br> <<if $stress gte 10000>><<passoutforest>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $eventskip is 0>> <<if $danger gte (9900 - ($allure * $forestmod))>> <<eventforest>> <<else>> <<eventforestsafe>> <</if>> <<elseif $eventskip gte 1>> You are in the forest, surrounded by nature.<br><br> <<if $forest lte 30>> <<click [[Lake (0:10)|Lake Shore]]>><<pass10>><</click>><br> <<elseif $forest lte 40>> <<click [[Lake (0:10)|Lake Waterfall]]>><<pass10>><</click>><br> <<else>> <<click [[Lake (0:10)|Lake Fishing Rock]]>><<pass10>><</click>><br> <</if>> <br> Go deeper into the forest<br> <<click [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<set $forest += 5>><<pass5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</click>><<gharass>><br> <<click [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forest += 5>><<set $forestmove to "normally">><<pass10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</click>><br> <<click [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<set $forest += 5>><<pass30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>><<lharass>><br> <br> Search this area<br> <<click [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<pass5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</click>><<gharass>><br> <<click [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forestmove to "normally">><<pass10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</click>><br> <<click [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<pass30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>><<lharass>><br> <br> Go towards town<br> <<click [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<set $forest -= 5>><<pass5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</click>><<gharass>><br> <<click [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forest -= 5>><<set $forestmove to "normally">><<pass10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</click>><br> <<click [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<set $forest -= 5>><<pass30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>><<lharass>><br> <br> <<if $historytrait gte 3>> <<click [[Take secret path out of the woods (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forest -= 50>><<set $forestmove to "secretout">><<pass10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</click>><br> <</if>> <</if>> <</if>> <<elseif $forest lte 99>> <<forestmove>><br><br> <<if $stress gte 10000>><<passoutforest>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $eventskip is 0>> <<if $danger gte (9900 - ($allure * $forestmod))>> <<eventforestdeep>> <<else>> <<eventforestsafe>> <</if>> <<elseif $eventskip gte 1>> You are deep in the forest. The trees are tall and dark, their branches twisting together to form the canopy.<br><br> <<if $edenfreedom gte 1>> <<click [[Eden's Cabin (0:10)|Eden Clearing]]>><<pass10>><</click>><br> <<elseif $syndromeeden gte 1>> <<click [[Eden's Cabin (0:10)|Eden Clearing]]>><<pass10>><</click>><br> <</if>> <<if $syndromewolves gte 1>> <<click [[Wolf Cave (0:10)|Wolf Cave Clearing]]>><<pass10>><</click>><br> <</if>> <<if $pubtask is 1 and $pubtask2 isnot 1>> <<set $rng to random(1, 100)>> <<if $pubtasksetting is "bear" and $bestialitydisable is "f">> <<click [[Search for Landry's black box|Forest Bear Box]]>><</click>><br> <<elseif $pubtasksetting is "pair">> <<click [[Search for Landry's black box|Forest Box]]>><</click>><br> <<elseif $rng gte 51 and $bestialitydisable is "f">> <<click [[Search for Landry's black box|Forest Bear Box]]>><</click>><br> <<else>> <<click [[Search for Landry's black box|Forest Box]]>><</click>><br> <</if>> <</if>> <br> Go deeper into the forest<br> <<click [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<set $forest += 5>><<pass5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</click>><<gharass>><br> <<click [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forest += 5>><<set $forestmove to "normally">><<pass10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</click>><br> <<click [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<set $forest += 5>><<pass30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>><<lharass>><br> <br> Search this area<br> <<click [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<pass5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</click>><<gharass>><br> <<click [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forestmove to "normally">><<pass10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</click>><br> <<click [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<pass30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>><<lharass>><br> <br> Go towards town<br> <<click [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<set $forest -= 5>><<pass5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</click>><<gharass>><br> <<click [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forest -= 5>><<set $forestmove to "normally">><<pass10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</click>><br> <<click [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<set $forest -= 5>><<pass30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>><<lharass>><br> <br> <</if>> <</if>> <<elseif $forest gte 100>><<set $forest to 100>> <<forestmove>><br><br> <<if $stress gte 10000>><<passoutforest>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $eventskip is 0>> <<if $danger gte (9900 - ($allure * $forestmod))>> <<eventforestdeep>> <<else>> <<eventforestsafe>> <</if>> <<elseif $eventskip gte 1>> You are deep in the forest. You can make out the asylum through the trees.<br><br> Search this area<br> <<click [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<pass5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</click>><<gharass>><br> <<click [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forestmove to "normally">><<pass10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</click>><br> <<click [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<pass30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>><<lharass>><br> <br> Go towards town<br> <<click [[Quickly (0:05)|Forest]]>><<set $forestmod to 3>><<set $forest -= 5>><<pass5>><<set $forestmove to "quickly">><<if $foresthunt gte 1>><<set $foresthunt += 0.5>><</if>><</click>><<gharass>><br> <<click [[Normally (0:10)|Forest]]>><<set $forestmod to 1.5>><<set $forest -= 5>><<set $forestmove to "normally">><<pass10>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><</click>><br> <<click [[Carefully (0:30)|Forest]]>><<set $forestmod to 1>><<set $forest -= 5>><<pass30>><<set $forestmove to "carefully">><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>><<lharass>><br> <br> <</if>> <</if>> <</if>> <<set $eventskip to 0>> :: Widgets Forest [widget] <<widget "forestmove">><<nobr>> <<if $forestmove is "quickly">> You move as quickly as the rough and wooded terrain will allow. Twigs and fallen branches snap loudly beneath your feet. <<elseif $forestmove is "normally">> You walk through the trees. The gentle sounds and scents make for a pleasant journey. <<elseif $forestmove is "carefully">> You sneak through the undergrowth, causing as little disturbance as possible. <<elseif $forestmove is "secretin">> The path you take would be invisible if you didn't know where to look. You soon find yourself much deeper in the forest. <<elseif $forestmove is "secretout">> The path you take would be invisible if you didn't know where to look. You soon find yourself near the edge of the forest. <</if>> <<set $forestmove to 0>> <</nobr>><</widget>> <<widget "eventforestoutskirts">><<nobr>> <<if $rng lte 20>> <<if $exposed is 1>> You hear a pair up ahead, on the same trail as you. <<if $exhibitionism gte 35>> You look down at your <<lewdness>> and feel a lewd thrill rush through you. Maybe it wouldn't be so bad if they saw you. <br><br> <<set $rng to random(1, 100)>> <<if $rng gte 61>> <<click [[Stick to the trail|Forest Molestation]]>><<set $molestationstart to 1>><</click>><<exhibitionist3>><br> <<else>> <<click [[Stick to the trail|Forest Avoid]]>><<set $phase to 2>><</click>><<exhibitionist3>><br> <</if>> <<click [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>> <<else>> You look down at your <<lewdness>> and feel anxious, you'll have to leave the trail or you'll be seen. <br><br> <<click [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>> <</if>> <<elseif $exposed gte 2>> You hear a pair up ahead, on the same trail as you. <<if $exhibitionism gte 75>> You look down at your <<lewdness>> and feel a lewd thrill rush through you. Maybe it wouldn't be so bad if they saw you. <br><br> <<if $rng gte 41>> <<click [[Stick to the trail|Forest Molestation]]>><<set $molestationstart to 1>><</click>><<exhibitionist5>><br> <<else>> <<click [[Stick to the trail|Forest Avoid]]>><<set $phase to 3>><</click>><<exhibitionist5>><br> <</if>> <<click [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>> <<else>> You look down at your <<lewdness>> and feel anxious, you'll have to leave the trail or you'll be seen. <br><br> <<click [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<set $eventskip to 1>><<pass20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>> <</if>> <<else>> You hear a pair up ahead, on the same trail as you. Something about them makes you nervous.<br><br> <<click [[Avoid them (0:20)|Forest Avoid]]>><<set $phase to 0>><<pass20>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><</click>><br> <<set $rng to random(1,100)>> <<if $rng gte 81>> <<click [[Stick to the trail|Forest Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<click [[Stick to the trail|Forest Avoid]]>><<set $phase to 1>><</click>><br> <</if>> <</if>> <<elseif $rng lte 40>> <<forestwolfspy>> <<elseif $rng lte 50>> A lone wolf emerges from between the trees, teeth bared. <br><br> <<if $bestialitydisable is "f">> <<click [[Next|Forest Wolf]]>><<set $molestationstart to 1>><</click>> <<else>> It chases you through the woods. You run until you can no longer hear it behind you. You're not sure if you outran it or it grew bored.<<beastescape>><<gtiredness>><<gtiredness20>><<physique2>><br><br> <<click [[Next (0:20)|Forest]]>><<pass20>><<set $eventskip to 1>><</click>> <</if>> <<elseif $rng lte 100>> You squeeze through a thicket.<<set $stripintegrity to 10>><<set $stripobject to "tree branch">><<stripobject>><br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>> <</if>> <</nobr>><</widget>> <<widget "eventforest">><<nobr>> <<if $rng lte 20 and $foresthunt lte 0>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span><<set $foresthunt to 1>><br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>> <<elseif $rng lte 30>> <<forestwolfspy>> <<elseif $rng lte 45>> A lone wolf emerges from between the trees, teeth bared. <br><br> <<if $bestialitydisable is "f">> <<click [[Next|Forest Wolf]]>><<set $molestationstart to 1>><</click>> <<else>> It chases you through the woods. You run until you can no longer hear it behind you. You're not sure if you outran it or it grew bored.<<beastescape>><<gtiredness>><<gtiredness20>><<physique2>><br><br> <<click [[Next (0:20)|Forest]]>><<pass20>><<set $eventskip to 1>><</click>> <</if>> <<elseif $rng lte 50>> <<forestbear>> <<elseif $rng lte 95>> You squeeze through a thicket.<<set $stripintegrity to 10>><<set $stripobject to "tree branch">><<stripobject>><br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>> <<else>> <<forestcutter>> <</if>> <</nobr>><</widget>> <<widget "eventforestdeep">><<nobr>> <<if $rng lte 20 and $foresthunt lte 0>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span><<set $foresthunt to 1>><br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>> <<elseif $rng lte 30>> <<forestwolfspy2>> <<elseif $rng lte 40>> A pair of wolves emerge from between the trees, teeth bared. <br><br> <<if $bestialitydisable is "f">> <<click [[Next|Forest Wolf2]]>><<set $molestationstart to 1>><</click>> <<else>> They chase you through the woods. You run until you can no longer hear them behind you. You're not sure if you outran them or they grew bored.<<beastescape>><<gtiredness>><<gtiredness40>><<physique4>><br><br> <<click [[Next (0:40)|Forest]]>><<pass40>><<set $eventskip to 1>><</click>> <</if>> <<elseif $rng lte 43 and $voredisable is "f" and $bestialitydisable is "f">> <<forestsnake>> <<elseif $rng lte 50>> <<forestbear>> <<elseif $rng lte 70 and $hallucinations gte 2 and $tentacledisable is "f">> Something grabs your ankle, causing you to trip and fall. You look back, and see a tree root coiling round you. Several others snake through the undergrowth.<br><br> <<click [[Next|Forest Tentacles]]>><<set $molestationstart to 1>><</click>> <<elseif $rng lte 100>> You squeeze through a thicket.<<set $stripintegrity to 10>><<set $stripobject to "tree branch">><<stripobject>><br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>> <</if>> <</nobr>><</widget>> <<widget "eventforestsafe">><<nobr>> <<if $forest lte 20>> <<if $rng gte 81>> You find a cluster of edible mushrooms growing at the base of a tree.<br><br> <<if $scienceshroomheart lt 5>> <<click [[Take for science project|Forest Science Shroom]]>><<set $phase to 0>><</click>><br> <</if>> <<click [[Eat one|Forest Mushrooms]]>><<gstress30>><<ltiredness30>><</click>><<gstress>><<ltiredness>><br> <<click [[Best leave them alone|Forest]]>><<set $eventskip to 1>><</click>> <<elseif $rng gte 61>> You come to a fast-flowing river. <<if $foresthunt gte 1>> You might be able to use it to disrupt your trail and escape your pursuer, but it looks dangerous. <</if>> <br><br> <<click [[Swim across|Forest Swim]]>><<set $foresthunt to 0>><</click>><br> <<click [[Ignore it|Forest]]>><<set $eventskip to 1>><</click>><br> <<elseif $rng gte 41>> You find a trail which makes the going a little easier.<<lstress>><<lstress10>> <br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <<elseif $rng gte 21>> You come to a clearing. A gentle breeze blows against your face, and small, soft plants press beneath your feet.<<lstress>><<lstress10>> <br><br> <<if $upperexposed gte 2>> <<click [[Make a top out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 1>><<pass20>><</click>><br> <</if>> <<if $lowerexposed gte 2 and $underexposed gte 1>> <<click [[Make a skirt out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 2>><<pass20>><</click>><br> <</if>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <<else>> You hear a wolf howl in the distance. <<if $wolfgirl gte 3>> <<garousal>><<garousal60>> <<else>> <<gstress>><<gstress10>> <</if>> <br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <</if>> <<elseif $forest lte 50>> <<if $rng gte 81>> You find a cluster of edible mushrooms growing at the base of a tree.<br><br> <<if $scienceshroomheart lt 5>> <<click [[Take for science project|Forest Science Shroom]]>><<set $phase to 0>><</click>><br> <</if>> <<click [[Eat one|Forest Mushrooms]]>><<gstress30>><<ltiredness30>><</click>><<gstress>><<ltiredness>><br> <<click [[Best leave them alone|Forest]]>><<set $eventskip to 1>><</click>> <<elseif $rng gte 61>> You come to a fast-flowing river. <<if $foresthunt gte 1>> You might be able to use it to disrupt your trail and escape your pursuer, but it looks dangerous. <</if>> <br><br> <<click [[Swim across|Forest Swim]]>><<set $foresthunt to 0>><</click>><br> <<click [[Ignore it|Forest]]>><<set $eventskip to 1>><</click>><br> <<elseif $rng gte 41>> You find a trail which makes the going a little easier.<<lstress>><<lstress10>> <br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <<elseif $rng gte 21>> You come to a clearing. A gentle breeze blows against your face, and small, soft plants press beneath your feet.<br><br><<lstress>><<lstress10>><br><br> <<if $upperexposed gte 2>> <<click [[Make a top out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 1>><<pass20>><</click>><br> <</if>> <<if $lowerexposed gte 2 and $underexposed gte 1>> <<click [[Make a skirt out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 2>><<pass20>><</click>><br> <</if>> <br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <<else>> You hear a wolf howl in the distance. <<if $wolfgirl gte 3>> <<garousal>><<garousal60>> <<else>> <<gstress>><<gstress10>> <</if>> <br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <</if>> <<elseif $forest lte 100>> <<if $rng gte 81>> You find a cluster of edible mushrooms growing at the base of a decaying tree. <<if $science gte 200>> You remember from school that they're called wolfshrooms, and were prized by warriors in ancient times. <</if>> <br><br> <<if $scienceshroomwolf lt 5>> <<click [[Take for science project|Forest Science Shroom]]>><<set $phase to 1>><</click>><br> <</if>> <<click [[Eat one|Forest Mushrooms2]]>><<set $drunk += 60>><<set $arousal += 3000>><<ltrauma30>><<set $wolfbuild += 3>><</click>><<garousal>><<ltrauma>><br> <<click [[Best leave them alone|Forest]]>><<set $eventskip to 1>><</click>> <<elseif $rng gte 61>> You come to a fast-flowing river. <<if $foresthunt gte 1>> You might be able to use it to disrupt your trail and escape your pursuer, but it looks dangerous. <</if>> <br><br> <<click [[Swim across|Forest Swim]]>><<set $foresthunt to 0>><</click>><br> <<click [[Ignore it|Forest]]>><<set $eventskip to 1>><</click>><br> <<elseif $rng gte 41>> You find a trail which makes the going a little easier.<<lstress>><<lstress10>> <br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <<elseif $rng gte 21>> You come to a clearing. A gentle breeze blows against your face, and small, soft plants press beneath your feet.<<lstress>><<lstress10>> <br><br> <<if $upperexposed gte 2>> <<click [[Make a top out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 1>><<pass20>><</click>><br> <</if>> <<if $lowerexposed gte 2 and $underexposed gte 1>> <<click [[Make a skirt out of plants and twigs (0:20)|Forest Clearing]]>><<set $phase to 2>><<pass20>><</click>><br> <</if>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <<else>> You hear a wolf howl in the distance. <<if $wolfgirl gte 3>> <<garousal>><<garousal60>> <<else>> <<gstress>><<gstress10>> <</if>> <br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <</if>> <</if>> <</nobr>><</widget>> <<widget "forestwolfspy">><<nobr>> A pair of eyes stares out from the darkness beneath a fern.<<gstress>><<gstress60>><br><br> <<if $deviancy gte 15 and $bestialitydisable is "f">> <<click [[Adopt mating posture|Forest Wolf Mate]]>><</click>><<deviant2>><br> <</if>> <<if $wolfgirl gte 6>> <<click [[Howl|Forest Howl]]>><<lstress60>><<ltrauma60>><<set $phase to 0>><</click>><<ltrauma>><<lstress>><<wolfgirl>><br> <</if>> <<click [[Continue|Forest]]>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</click>><br> <</nobr>><</widget>> <<widget "forestwolfspy2">><<nobr>> Two pairs of eyes stare out from the darkness between the trees.<<gstress>><<gstress60>><br><br> <<if $deviancy gte 35 and $bestialitydisable is "f">> <<click [[Adopt mating posture|Forest Wolf Mate2]]>><</click>><<deviant3>><br> <</if>> <<if $wolfgirl gte 6>> <<click [[Howl|Forest Howl]]>><<lstress60>><<ltrauma60>><<set $phase to 1>><</click>><<ltrauma>><<lstress>><<wolfgirl>><br> <</if>> <<click [[Continue|Forest]]>><<if $foresthunt gte 1>><<set $foresthunt += 1>><</if>><<set $eventskip to 1>><</click>><br> <</nobr>><</widget>> <<widget "forestcutter">><<nobr>> <<generate1>><<person1>> You hear a steady noise up ahead. As you get closer, you see a <<person>> chopping a tree. <<if $exposed gte 1>> You crouch behind a bush to conceal your <<nuditystop>><br><br> <<if $exposed gte 2>> <<if $exhibitionism gte 75>> <<click [[Let them see you|Forest Cutter Exhibitionism]]>><<set $phase to 2>><</click>><<promiscuous5>><br> <</if>> <<else>> <<if $exhibitionism gte 35>> <<click [[Let them see you|Forest Cutter Exhibitionism]]>><<set $phase to 1>><</click>><<promiscuous3>><br> <</if>> <</if>> <<click [[Sneak around|Forest]]>><<endevent>><<set $eventskip to 1>><</click>><br> <<else>> <<He>> waves at you.<br><br> <<click [[Approach|Forest Cutter]]>><</click>><br> <<click [[Wave back and continue on|Forest]]>><<lstress60>><<set $eventskip to 1>><<endevent>><</click>><<lstress>><br> <</if>> <</nobr>><</widget>> <<widget "forestsnake">><<nobr>> You round a tree and come face to face with a pair of eyes, hovering just inches from your face. All strength drains from your muscles, and you collapse to the ground. The snake slithers onto the forest floor.<<set $trance to 1>><br><br> <<click [[Next|Forest Snake]]>><<set $molestationstart to 1>><</click>><br> <</nobr>><</widget>> <<widget "forestbear">><<nobr>> You see fresh bear prints in the dirt.<br><br> <<if $foresthunt gte 1>> You feel whatever's hunting you draw closer.<br><br> <</if>> <<click [[Take a detour (0:30)|Forest]]>><<pass30>><<if $foresthunt gte 1>><<set $foresthunt += 2>><</if>><<set $eventskip to 1>><</click>><br> <<if $bestialitydisable is "f">> <<if $rng gte 81>> <<click [[Ignore them|Forest Bear Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<click [[Ignore them|Forest]]>><<set $eventskip to 1>><</click>><br> <</if>> <</if>> <</nobr>><</widget>> <<widget "foresthunt">><<nobr>><<set $foresthunt to 0>> <<if $bestialitydisable is "f" and $rng gte 51>> <<if $syndromewolves is 1 and $wolfpacktrust gte 24>> The black wolf bounds towards you! It leaps on top of you and licks your face, then turns and walks every paces before turning and looking at you.<br><br> <<click [[Return to wolf cave (0:30)|Wolf Cave Clearing]]>><<pass30>><</click>><br> <<click [[Continue|Forest]]>><<set $eventskip to 1>><</click>><br> <<elseif $syndromewolves is 1>> The black wolf bounds towards you!<br><br> <<click [[Next|Forest Wolf Molestation]]>><<set $molestationstart to 1>><</click>> <<else>> A monstrous black wolf bounds towards you!<br><br> <<click [[Next|Forest Wolf Molestation]]>><<set $molestationstart to 1>><</click>> <</if>> <<else>> <<if $edenfreedom gte 2 and $edendays gte 8>> <<eden>><<person1>>A bullet whizzes past and hits a tree in front of you. You shield your face with your arms and stagger backwards. A cold hard object presses against your back, and you hear a <<if $pronoun is "m">>man's<<else>>woman's<</if>> voice. "I've been looking for you all over. Come on, let's go home."<br><br> <<click [[Next (0:30)|Eden Recaptured]]>><<pass30>><</click>><br> <<elseif $edenfreedom gte 1 and $edendays gte 2>> <<eden>><<person1>>A bullet whizzes past and hits a tree in front of you. You shield your face with your arms and stagger backwards. A cold hard object presses against your back, and you hear a <<if $pronoun is "m">>man's<<else>>woman's<</if>> voice. "I've been looking for you all over. Come on, let's go home."<br><br> <<click [[Next (0:30)|Eden Recaptured]]>><<pass30>><</click>><br> <<elseif $edenfreedom gte 1>> <<eden>><<person1>>A bullet whizzes past and hits a tree in front of you. You shield your face with your arms and stagger backwards. "Sorry," it's Eden. "I just wanted to check on you. Why do you look scared?"<<set $stress -= 2000>><br><br> <<click [[Go back to the cabin (0:30)|Forest Cabin Return]]>><<pass30>><</click>><br> <<click [[Say goodbye|Forest]]>><<endevent>><<set $eventskip to 1>><</click>><br> <<else>> <<eden>><<person1>>A bullet whizzes past and hits a tree in front of you. You shield your face with your arms and stagger backwards. A cold hard object presses against your back, and you hear a <<if $pronoun is "m">>man's<<else>>woman's<</if>> voice. "I've got you now. Don't resist." <br><br> <<click [[Next|Forest Hunter Molestation]]>><<set $molestationstart to 1>><</click>> <</if>> <</if>> <</nobr>><</widget>> <<widget "eventwolfcave">><<nobr>> <<if $wolfpacktrust gte 12>> The black wolf walks up to you and turns until its erect penis hovers inches away from you. It waits. The other wolves watch.<br><br> <<click [[Take it in hand|Wolf Cave Hand]]>><<set $sexstart to 1>><</click>><<deviant1>><br> <<click [[Refuse|Wolf Cave Hand Refuse]]>><</click>><br> <<else>> <<if $rng gte 81>> Most of the pack leave to hunt, only a pair remain to guard you. Now could be your chance to escape.<br><br> <<click [[Try to escape|Forest Wolf Cave Pair]]>><</click>><br> <<click [[Stay put (0:30)|Forest Wolf Cave Hunt]]>><<pass30>><</click>><br> <<else>> One of the wolves approaches you.<br><br> <<click [[Next|Forest Wolf Cave Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> <</if>> <</nobr>><</widget>> <<widget "cabintime">><<nobr>> <<if $hour is 6>> <<pass60>><<ltiredness60>> <<elseif $hour is 5>> <<pass60>><<ltiredness60>><<pass60>><<ltiredness60>> <<elseif $hour is 4>> <<pass60>><<ltiredness60>><<pass60>>><<ltiredness60>><<pass60>><<ltiredness60>> <<elseif $hour is 3>> <<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>> <<elseif $hour is 2>> <<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>>><<ltiredness60>><<pass60>><<ltiredness60>> <<elseif $hour is 1>> <<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>> <<elseif $hour is 0>> <<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>> <<elseif $hour is 23>> <<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>><<pass60>><<ltiredness60>> <</if>> <</nobr>><</widget>> <<widget "passoutforest">><<nobr>> You've pushed yourself too much.<br><br> <<passout>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>> <<if $rng gte 1>> <<foresthunt>> <</if>> <<else>><<set $foresthunt to 0>> <<ambulance>> <</if>> <<pass60>> <<set $trauma to $trauma +10>><<set $stress to $stress - 2000>> <</nobr>><</widget>> :: Forest Mushrooms [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> You eat one of the mushrooms. It tastes bitter, but somehow refreshing.<br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>> :: Forest Mushrooms2 [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> You eat one of the mushrooms, it's quite sweet. You feel more relaxed, and strangely heated. <br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> :: Forest Wolf Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">><<set $beasttype to "wolf">> <<beast1init>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>><<set $enemytrust -= 40>> <<set $beastname to "blackwolf">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Wolf Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Wolf Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Wolf Molestation]]>><</click>></span><<nexttext>> <</if>> :: Forest Wolf Molestation Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $syndromewolves gte 1>> It grabs you by the scruff of your neck like you're an errant puppy.<br><br> <<click [[Let it happen|Wolf Cave Returned]]>><<endcombat>><</click>><br> <<click [[Struggle|Forest Wolf Molestation Resist]]>><<set $enemyanger to $enemyanger + 200>><<set $molestationstart to 1>><</click>><br> <<else>> The beast seems satisfied, but it isn't over. It grabs you by the scruff of your neck. It wants to take you somewhere.<br><br> <<click [[Let it happen|Forest Wolf Cave Intro]]>><<endcombat>><</click>><br> <<click [[Struggle|Forest Wolf Molestation Resist]]>><<set $enemyanger to $enemyanger + 200>><<set $molestationstart to 1>><</click>><br> <</if>> <<elseif $enemyhealth lte 0>><<set $foresthunt to 0>> Despite its power, you manage to defeat the beast. It flees into the forest, tail between its legs.<br><br> <<clotheson>> <<endcombat>> <<tearful>> you gather yourself.<br><br> <<click [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</click>><br> <</if>> :: Forest Wolf Cave Intro [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> The wolf effortlessly bounds through the forest, and before long arrives at a cave, which it enters without slowing. It dumps you on the cold stone. Six pair of eyes stare at you through the dim light. The pack advances on you.<br><br> <<click [[Next|Forest Wolf Cave Rape]]>><<set $molestationstart to 1>><</click>><br> :: Forest Hunter Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Hunter Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Hunter Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Hunter Molestation]]>><</click>></span><<nexttext>> <</if>> :: Forest Hunter Molestation Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $hunterintro is 1>> "I knew I'd be able catch you again. Come on, let's go home." <<He>> produces a length of rope from <<his>> bag. <<He>> is going to tie you up! <<else>> <<if $enemyanger gte 20>> "You're a feisty one. I like that." The hunter produces a length of rope from <<his>> bag. You're going to be tied up! <<else>> "You're a gentle creature, aren't you? I'd best take you with me, it wouldn't do to leave you alone out here." The hunter produces a length of rope from <<his>> bag. You're going to be tied up! <</if>> <</if>> <br><br> <<click [[Don't struggle|Forest Hunter Intro]]>><<endcombat>><</click>><br> <<click [[Resist|Forest Hunter Resist Molestation]]>><<set $enemyanger to $enemyanger + 200>><<set $molestationstart to 1>><</click>><br> <<elseif $enemyhealth lte 0>><<set $foresthunt to 0>> Despite <<his>> strength, you manage to send the hunter reeling, giving you the chance you need. <<tearful>> you escape into the forest.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</click>><br> <</if>> :: Forest Hunter Intro [nobr] <<set $collared to 1>><<set $forestleashed to 1>> <<set $outside to 0>><<set $location to "forest">><<effects>> <<eden>><<person1>> The hunter deftly ties your arms and legs together, then hoists you over <<his>> shoulder, before carrying you into the forest.<br><br> You soon arrive at a log cabin. Inside is a single, spartan room. <<He>> drops you on the hard floor and places a collar around your neck. It shuts with a click. <<He>> stands over you, and attaches a leash to your collar.<br><br> <<if $hunterintro isnot 1>><<set $hunterintro to 1>> "You're lucky I found you," <<he>> says. "The woods are dangerous, you'd have gotten hurt. My name is Eden." <<He>> pauses, as if unsure about something. <<He>> seems different to when <<he>> captured you, softer, despite you now being bound and collared at <<his>> feet.<br><br> <<He>> continues. "I've become self-sufficient out here. But it's lonely, sometimes. If I protect and provide for you, will you give me comfort and company?" You don't know if you really have a choice.<br><br> <<click [[Nod|Forest Hunter Nod]]>><</click>><br> <<click [[Refuse|Forest Hunter Refuse]]>><</click>><br> <<else>> "Welcome home. Now, time for your punishment." <<He>> bends you over <<his>> lap.<br><br> <<click [[Next|Forest Hunter Punishment]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Forest Hunter Resist Molestation [nobr] <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $enemyarousal to 0>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Hunter Resist Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Hunter Resist Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $pain gte 100>> <span id="next"><<click [[Next|Forest Hunter Resist Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Hunter Resist Molestation]]>><</click>></span><<nexttext>> <</if>> :: Forest Hunter Resist Molestation Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The hunter gasps, clearly not expecting to cum again so soon. It seems to be more than <<he>> can handle, giving you the chance you need. <<tearful>> you escape into the forest.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</click>><br> <<elseif $enemyhealth lte 0>><<set $foresthunt to 0>> Despite <<his>> strength, you manage to send the hunter reeling, giving you the chance you need. <<tearful>> you escape into the forest.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</click>><br> <<else>> Battered and bruised by <<his>> assault, you are helpless as <<he>> retrieves <<his>> rope from the ground.<br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underoff isnot 0>> <<underruined>> <</if>> <<click [[Next|Forest Hunter Intro]]>><<endcombat>><</click>><br> <</if>> :: Forest Wolf Molestation Resist [nobr] <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $enemyarousal to 0>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Wolf Molestation Resist Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Wolf Molestation Resist Finish]]>><</click>></span><<nexttext>> <<elseif $pain gte 100>> <span id="next"><<click [[Next|Forest Wolf Molestation Resist Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Wolf Molestation Resist]]>><</click>></span><<nexttext>> <</if>> :: Forest Wolf Molestation Resist Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The second time is too much for the beast, and it collapses into a slumber.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</click>><br> <<elseif $enemyhealth lte 0>><<set $foresthunt to 0>> Despite its power, you manage to defeat the beast. It flees into the forest.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</click>><br> <<else>> Battered and bruised by the beast's assault, you can do nothing but whimper as it grabs you by the neck and bounds into the forest.<br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underoff isnot 0>> <<underruined>> <</if>> <<if $syndromewolves gte 1>> <<click [[Next|Wolf Cave Returned]]>><<endcombat>><</click>><br> <<else>> <<click [[Next|Forest Wolf Cave Intro]]>><<endcombat>><</click>><br> <</if>> <</if>> :: Forest Avoid [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> <<if $phase is 0>> You leave the trail and walk into the dense forest. You avoid the pair, but your journey is slowed some.<br><br> <br><br> <<elseif $phase is 1>> <<generate1>><<generate2>>A <<person1>><<person>> and <<person2>><<person>> come into view. They eye you up as they walk past.<<gstress>><<gstress10>> <br><br> <<endevent>> <<elseif $phase is 2>> <<generate1>><<generate2>>A <<person1>><<person>> and <<person2>><<person>> come into view. They eye you up as they walk past, clearly enjoying the view.<<exhibitionism3>> <br><br> <<endevent>> <<elseif $phase is 3>> <<generate1>><<generate2>>A <<person1>><<person>> and <<person2>><<person>> come into view. They eye you up as they walk past, clearly shocked at seeing a naked <<girl>> in the middle of the forest, but not complaining.<<exhibitionism5>> <br><br> <<endevent>> <</if>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> :: Forest Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<generate1>><<generate2>><<man1init>> A <<person1>><<person>> and <<person2>><<person>> walk into view. <<person1>>As they walk by, they reach out and grab you!<br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Molestation]]>><</click>></span><<nexttext>> <</if>> :: Forest Molestation Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Finished with you, they dump you unceremoniously into a ditch.<br><br> <<tearful>> you struggle to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <<elseif $enemyhealth lte 0>> <<tearful>> you manage to free yourself from their clutches, and escape into the forest.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Forest Wolf [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "wolf">><<set $enemytrust -= 40>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Wolf Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Wolf Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Wolf]]>><</click>></span><<nexttext>> <</if>> :: Forest Wolf2 [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast2init>><<set $beasttype to "wolf">><<set $enemytrust -= 40>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Wolf2 Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Wolf2 Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Wolf2]]>><</click>></span><<nexttext>> <</if>> :: Forest Wolf Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The beast grunts in satisfaction, and leaves you lying between the trees.<br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <<elseif $enemyhealth lte 0>> The beast yelps and flees into the forest.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Forest Wolf2 Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $beastno gte 3>> Satisfied, the beast leaves you be. Another takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Forest Wolf2]] <<elseif $beastno is 2>> Satisfied, the beast leaves you be. The other takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Forest Wolf2]] <<elseif $beastno is 1>> Satisfied, the beast leaves you be.<<set $beastno to $beastno - 1>><br><br> [[Next|Forest Wolf2 End]] <</if>> <<elseif $enemyhealth lte 0>> <<beastwound>> <<if $beastno gte 3>> The beast recoils in pain and fear, but another takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Forest Wolf2]] <<elseif $beastno is 2>> The beast recoils in pain and fear, but the other takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Forest Wolf2]] <<elseif $beastno is 1>> The beast recoils in pain and fear.<<set $beastno to $beastno - 1>><br><br> [[Next|Forest Wolf2 End]] <</if>> <</if>> :: Forest Wolf2 End [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The beast whimpers and flees into the forest. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The beast leaves you lying on the grass. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the beasts flee into the forest. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The beasts leave you spent and shivering on the grass. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The beasts leave you spent and shivering on the grass. One is slowed by a limp. <</if>><br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>> :: Forest Swim [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>><<water>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - ($allure * $forestmod)) and $eventskip is 0>> <<if $bestialitydisable is "f">> A large lizard rears out of the water!<br><br> <<click [[Next|Forest Swim Molestation]]>><<set $molestationstart to 1>><</click>> <<else>> A large lizard rears out of the water and grabs you in its maw! You manage to struggle free, but not unscathed.<<beastescape>><br><br> <<click [[Next|Forest Swim]]>><<set $eventskip to 1>><</click>><br> <</if>> <<else>> <<set $swimmingdifficulty to 200>><<swimmingcheck>> <<if $swimmingcheck is "pass">> The rushing water tears at you. <<set $stripintegrity to 20>><<set $stripobject to "jutting rock">><<stripobject>> Despite this, you <span class="green">successfully</span> swim across.<br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>> <<elseif $swimmingcheck is "fail">> The rushing water tears at you. <<set $stripintegrity to 20>><<set $stripobject to "jutting rock">><<stripobject>> The water is too violent, and you <span class="red">fail</span> to swim across the river, instead being swept downstream and deeper into the forest.<br><br> <<click [[Next|Forest]]>><<set $forest += 20>><</click>><br> <</if>> <</if>> <<set $eventskip to 0>> :: Forest Swim Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">><<set $beasttype to "lizard">> <<beast1init>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Swim Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Swim Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Swim Molestation]]>><</click>></span><<nexttext>> <</if>> :: Forest Swim Molestation Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The lizard hisses its satisfaction, and dives back into the churning water.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest Swim]]>><<set $eventskip to 1>><</click>><br> <<elseif $enemyhealth lte 0>> The lizard hisses in pain and dives back into the churning water.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest Swim]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Forest Tentacles [nobr] <<set $outside to 1>><<set $location to "forest">> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<set $tentacleno to 10>> <<set $tentaclehealth to 15>> <<tentaclestart>> <</if>> <<effects>> <<effectstentacles>> <<tentacles>> <<statetentacles>> <<actionstentacles>> <<if $activetentacleno lte ($tentacleno / 2)>> <span id="next"><<click [[Next|Forest Tentacles Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Tentacles]]>><</click>></span><<nexttext>> <</if>> :: Forest Tentacles Finish [nobr] <<effects>> The roots loose interest in you, and disappear into the soil. <<tearful>> you untangle yourself from the plants and vines surrounding you. <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> :: Forest Bear Box [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $pubtasksetting is "bear">> You return to the cave, where Landry's black box can be found. You hear something large breathing within.<br><br> <<click [[Enter|Forest Bear Box Molestation]]>><<set $molestationstart to 1>><</click>><br> <<click [[Leave|Forest]]>><</click>><br> <<else>><<set $pubtasksetting to "bear">> You come to a cave, the location Landry said the black box would be found. It must be inside.<br><br> You've barely taken two steps further when you hear a deep growl. There's something big in there.<br><br> <<click [[Enter|Forest Bear Box Molestation]]>><<set $molestationstart to 1>><</click>><br> <<click [[Leave|Forest]]>><</click>><br> <</if>> :: Forest Box [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $pubtasksetting is "pair">> <<generate1>><<generate2>>You return to the clearing with the dilapidated cabin. The <<person1>><<person>> and <<person2>><<person>> are still there. "Changed your mind?" says the <<person1>><<person>> "Let us have our way with you and we'll give you the black box."<br><br> <<else>><<set $pubtasksetting to "pair">> <<generate1>><<generate2>>You come to the clearing where the black box supposedly resides. There's a dilapidated wood cabin in the middle. A <<person1>><<person>> and <<person2>><<person>> sit outside beside a fire. They look up as you approach. "This is unexpected," says the <<person1>><<personstop>> "What brings you all the way out here?" You tell them you're looking for a small black box. "Oh," <<he>> says. "You mean this?" <<He>> stands and produces a black box from <<his>> pocket. "We could be persuaded to part with it. We'd want something in return though." <<He>> walks closer to you. "You're a cute little thing, Landry sure knows how to pick em. We'll give you the box if you let us fuck you." The <<person2>><<person>> grins.<br><br> <</if>> <<if $promiscuity gte 15>> <<click [[Accept|Forest Box Molestation]]>><<set $sexstart to 1>><</click>><<promiscuous2>><br> <</if>> <<if $submissive lte 500>> <<click [[Attack them|Forest Box Molestation]]>><<set $molestationstart to 1>><<set $phase to 2>><</click>><br> <</if>> <<click [[Refuse|Forest Box Refuse]]>><</click>><br> :: Forest Bear Box Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "bear">><<set $enemytrust -= 40>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>> You creep into the cave. After some fumbling through the dark you see the light catch on something. It's the black box. The box in hand, you turn to leave the cave, but something emerges from the darkess.<<set $pubtask2 to 1>><br><br> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Bear Box Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Bear Box Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Bear Box Molestation]]>><</click>></span><<nexttext>> <</if>> :: Forest Bear Box Molestation Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the bear retreats into its abode.<br><br> <<tearful>> you leave the cave.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><</click>><br> <<elseif $enemyhealth lte 0>> The bear turns away from you and flees deeper into its abode.<br><br> <<tearful>> you leave the cave.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><</click>><br> <</if>> :: Forest Box Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $phase is 1>> <<set $enemytrust -= 40>> <<elseif $phase is 2>> <<set $enemyanger to $enemyanger + 40>><<set $enemytrust -= 100>><<set $enemyhealth -= 100>> You stand still, waiting until they draw close. With their guard down, you stomp on the <<person2>><<persons>> foot and smack <<his>> face, sending <<him>> reeling. <<person1>>The <<person>> is not amused. "Stupid slut. You'll pay for that."<br><br> <</if>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 40>> <<promiscuity2>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Box Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Box Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Forest Box Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Box Molestation]]>><</click>></span><<nexttext>> <</if>> :: Forest Box Refuse [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> "I don't think you quite understand the situation you're in," The <<person1>><<person>> says, now very close. "We're getting what we want."<br><br> <<click [[Next|Forest Box Molestation]]>><<set $phase to 1>><<set $molestationstart to 1>><</click>><br> :: Forest Box Molestation Finish [nobr] <<effects>> <<if $finish is 1>> "You're not getting away that easily," the <<person1>><<person>> says.<br><br> <<controlloss>><<set $consensual to 0>><<molested>><<set $finish to 0>> <<click [[Next|Forest Box Molestation]]>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Here you go," says the <<person1>><<personcomma>> dropping the box in front of you. "Give Landry our regards." <<tearful>> you collect the box and leave the clearing.<<set $pubtask2 to 1>><br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><</click>> <<elseif $enemyhealth lte 0>> The pair recoil in pain and drop the box on the grass. <<tearful>> you seize it and flee the clearing, chased by their angry shouts.<<set $pubtask2 to 1>><br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><</click>> <</if>> :: Forest Snake [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $combat to 1>> <<molested>> <<controlloss>> <<set $vorestage to 1>> <<set $vorecreature to "snake">> <<set $vorestrength to 1>> <<set $timer to 4>> <</if>> <<if $timer is 1>> <<set $trance to 0>> You break free from the trance, and realise the snake is trying to eat you! <</if>> <<voreeffects>> <<vore>> <<voreactions>> <<if $vorestage gte 7>> <span id="next"><<click [[Next|Forest Snake Finish]]>><</click>></span><<nexttext>> <<elseif $vorestage lte 0>> <span id="next"><<click [[Next|Forest Snake Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Forest Snake Finish [nobr] <<effects>> <<set $trance to 0>> <<if $vorestage gte 7>> <<tearful>> you struggle as the snake starts to move. It journeys for several minutes until with a great heave the snake pushes you up and through its gullet once more, expelling you from its body.<<pass10>><br><br> <<endcombat>> <<if $swarmdisable is "f">> You land in a pit of thousands of tiny snakes.<br><br> <<click [[Next|Forest Snake Swarm]]>><<set $molestationstart to 1>><</click>> <<else>> The snake slithers away. It took you deeper into the forest.<br><br> <<clotheson>> <<click [[Next|Forest]]>><<set $eventskip to 1>><<set $forest += 20>><</click>><br> <</if>> <<else>> <<tearful>> you escape from the snake's maw.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Forest Snake Swarm [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $swarmname to "swarms">> <<set $swarmmove to "slithering">> <<set $swarmcreature to "snakes">> <<set $swarmspill to "slither">> <<set $swarmsteady to "keep back">> <<set $swarmSteady to "Keep back">> <<set $swarmcount to 10>> <<set $swarm1 to "active">> <<set $swarm2 to "active">> <<set $swarm3 to "active">> <<set $swarm4 to "active">> <<set $swarm5 to "active">> <<set $swarm6 to "active">> <<set $swarm7 to "active">> <<set $swarm8 to "active">> <<set $swarm9 to "active">> <<set $swarm10 to "active">> <<set $swarmactive to 10>> <<set $timer to 20>> <</if>> <<swarmeffects>> <<swarm>> <<swarmactions>> <<if $timer lte 0>> <span id="next"><<click [[Next|Forest Snake Swarm Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Forest Snake Swarm Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> The snakes slither off of you, escaping through knooks and crannies all around the pit.<br><br> <<endcombat>> <<clotheson>> <<click [[Next|Forest]]>><<set $stress -= 500>><<set $eventskip to 1>><</click>><br> :: Forest Bear Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "bear">><<set $enemytrust -= 40>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>> You continue on your path. You don't get far before hearing a roar behind you.<br><br> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Bear Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Bear Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Bear Molestation]]>><</click>></span><<nexttext>> <</if>> :: Forest Bear Molestation Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the bear returns to its abode.<br><br> <<tearful>> you continue on your way.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <<elseif $enemyhealth lte 0>> You scare the mighty beast. It flees deeper into the forest.<br><br> <<tearful>> you continue on your way.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Forest Wolf Mate [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You drop to the ground and adopt a mating posture.<<deviancy2>> The wolf paces towards you and sniffs. It takes advantage of your position and mounts you.<br><br> <<click [[Next|Forest Wolf Sex]]>><<set $sexstart to 1>><</click>><br> :: Forest Wolf Mate2 [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You drop to the ground and adopt a mating posture.<<deviancy3>> The wolves pace towards you and sniff. They growl at each other. After a brief tussle, the victor takes advantage of your position and mounts you.<br><br> <<click [[Next|Forest Wolf Sex2]]>><<set $sexstart to 1>><</click>><br> :: Forest Howl [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $syndromewolves gte 1>> You throw your head back and howl into the canopy. The <<if $phase is 1>>wolves join<<else>>wolf joins<</if>> in, and you're answered by others in the distance. After a couple of minutes the howling dies down, and the <<if $phase is 1>>wolves step<<else>>wolf steps<</if>> into view.<br><br> <<if $phase is 1>> <<if $deviancy gte 35 and $bestialitydisable is "f">> <<click [[Mate|Forest Wolf Sex2]]>><<set $sexstart to 1>><</click>><<deviant3>><br> <</if>> <<else>> <<if $deviancy gte 15 and $bestialitydisable is "f">> <<click [[Mate|Forest Wolf Sex]]>><<set $sexstart to 1>><</click>><<deviant2>><br> <</if>> <</if>> <<click [[Pat and depart|Forest Pat]]>><<ltrauma60>><<lstress60>><</click>><<ltrauma>><<lstress>><br> <<else>> You throw your head back and howl into the canopy. The <<if $phase is 1>>wolves join<<else>>wolf joins<</if>> in, and you're answered by others in the distance. After a couple of minutes the howling dies down. The <<if $phase is 1>>wolves depart.<<else>>wolf departs.<</if>><br><br> <<click [[Next|Forest]]>><<endevent>><<set $eventskip to 1>><</click>><br> <</if>> :: Forest Wolf Sex2 [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">> <<beast2init>><<set $beasttype to "wolf">> <<set $beaststance to "top">><<set $enemytrust -= 20>><<deviancy3>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Forest Wolf Sex2 Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Wolf Sex2 Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Wolf Sex2 Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Wolf Sex2]]>><</click>></span><<nexttext>> <</if>> :: Forest Wolf Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "wolf">> <<set $beaststance to "top">><<set $enemytrust -= 20>><<deviancy2>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Forest Wolf Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Wolf Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Wolf Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Wolf Sex]]>><</click>></span><<nexttext>> <</if>> :: Forest Pat [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $phase is 1>> You pat and stroke the wolves's heads. They rub against your hand, but don't stay long.<br><br> <<click [[Next|Forest]]>><<endevent>><<set $evenskip to 1>><</click>><br> <<else>> You pat and stroke the wolf's head. It rubs against your hand, but don't stay long.<br><br> <<click [[Next|Forest]]>><<endevent>><<set $evenskip to 1>><</click>><br> <</if>> :: Forest Wolf Sex Finish [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The wolf licks your <<undies>> then slinks away between the trees.<<wolfpacktrust>><br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <<elseif $enemyhealth lte 0>> The wolf whines and flees between the trees.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <<else>> The wolf turns away from you and slinks between the trees.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Forest Wolf Sex2 Finish [nobr] <<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $beastno gte 3>> The $beasttype recoils in pain and fear, but the other is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Forest Wolf Sex2]] <<elseif $beastno is 2>> The $beasttype recoils in pain and fear, but the other is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Forest Wolf Sex2]] <<elseif $beastno is 1>> The $beasttype recoils in pain and fear.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Forest Wolf Sex2 Finish]]>><<set $finish to 1>><</click>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $beastno gte 3>> Satisfied, the $beasttype moves and another takes its turn.<<wolfpacktrust>><<set $beastno to $beastno - 1>><br><br> [[Next|Forest Wolf Sex2]] <<elseif $beastno is 2>> Satisfied, the $beasttype moves and the last takes its turn.<<wolfpacktrust>><<set $beastno to $beastno - 1>><br><br> [[Next|Forest Wolf Sex2]] <<elseif $beastno is 1>> Satisfied, the $beasttype moves away from you.<<wolfpacktrust>><<set $beastno to $beastno - 1>><br><br> <<click [[Next|Forest Wolf Sex2 Finish]]>><<set $finish to 1>><</click>> <</if>> <<elseif $finish is 1>> <<if $consensual is 1>> The wolves slink away between the trees.<br><br> <<else>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The $beasttype whimpers and flees into the darkness between the trees. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The $beasttype leaves you lying on the grass. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the wolves flee between the trees. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The wolves leave you spent and shivering on the grass. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The wolves leave you spent and shivering on the grass. <</if>><br><br> <</if>> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Forest Science Shroom [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $scienceshroomknown isnot 1>><<set $scienceshroomknown to 1>> <span class="gold">You have discovered a new science project.</span><br><br> <</if>> <<if $phase is 0>><<set $scienceshroomheart += 1>> You kneel and gather the mushrooms. They smell refreshing.<<ltiredness>><<tiredness -6>><br><br> <span class="gold">You can add the mushrooms you found to your project in your room or the school library.<br><br></span> <<else>><<set $scienceshroomwolf += 1>> You kneel and gather the mushrooms. They smell sweet.<<garousal>><<arousal 6>><br><br> <span class="gold">You can add the mushrooms you found to your project in your room or the school library.<br><br></span> <</if>> <<click [[Next|Forest]]>><</click>><br>
fire2244/degrees
game/loc-forest.twee
twee
unknown
73,461
:: Bedroom [nobr] <<clotheschoice>> <<set $outside to 0>><<set $location to "home">><<effects>> You are in your bedroom.<br><br> <<if $robinbed is 1>><<set $robinbed to 0>> <<robin>><<person1>>Robin yawns and heads to <<his>> own room.<<endevent>><br><br> <</if>> <<if $unbind is 1>><<set $unbind to 0>> You rub your bindings against your desk. It takes some effort, but eventually the material yields, freeing your arms.<br><br> <</if>> <<if $stress gte 10000>><<passouthome>> <<else>> <<if $leftarm is "bound">> <<click [[Undo your bindings (0:10)|Bedroom]]>><<set $unbind to 1>><<pass10>><<unbind>><</click>><br><br> <<elseif $rightarm is "bound">> <<click [[Undo your bindings (0:10)|Bedroom]]>><<set $unbind to 1>><<pass10>><<unbind>><br><</click>><br><br> <</if>> <<if $robinpaid is 1 and $robinnote isnot 1 and $robinlust gte 10 and $robinlove gte 60 and $robintrauma lt 10>> There's a note by the window.<br> <<click [[Read it|Robin Note]]>><<set $robinnote to 1>><</click>><br><br> <</if>> <<projectoptions>> <<roomoptions>> Your bed takes up most of the room.<br> <<click [[Strip and get in bed|Bed]]>><<storeclothes>><<endclick>><br> <<if $lowerpjsno isnot 0 and $upperpjsno isnot 0>> <<click [[Put on pyjamas and get in bed|Bed]]>><<storeupper>><<storelower>><<storeunder>><<upperpjs>><<lowerpjs>><<endclick>><br> <</if>> <br> Your clothes are kept in the corner.<br> [[Wardrobe]]<br> [[Mirror]]<br> <br> The hallway outside connects to the rest of the orphanage.<br> <<if $exposed gte 2>> <<if $daystate isnot "night">> <<if $exhibitionism gte 55>> The thought of going out with your <<genitals>>on display excites you. But there's no way you could get away with it at this hour. Maybe after dark.<br><br> <<else>> There's no way you can go out dressed like this!<br><br> <</if>> <<else>> <<if $exhibitionism gte 55>> The thought of going out with your <<genitals>> on display excites you. It is night after all, what could go wrong?<br><br> <<click [[Bathroom (0:01)->Bathroom]]>><<pass1>><<endclick>><br> <<if $robinintro is 1 and $exposed lte 0>> <<click [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass1>><</click>><br> <</if>> <<click [[Main hall (0:01)->Orphanage]]>><<pass1>><<endclick>><br> <<click [[Outside (0:02)|Domus Street]]>><<pass2>><</click>><br> <br> <<else>> There's no way you can go out dressed like this!<br><br> <</if>> <</if>> <<elseif $exposed gte 1>> <<if $daystate isnot "night">> <<if $exhibitionism gte 35>> The thought of going out with your in such a lewd state of dress excites you. But there's no way you could get away with it at this hour. Maybe after dark.<br><br> <<else>> There's no way you can go out dressed like this!<br><br> <</if>> <<else>> <<if $exhibitionism gte 35>> The thought of going out with your in such a lewd state of dress excites you. It is night after all, what could go wrong?<br><br> <<click [[Bathroom (0:01)->Bathroom]]>><<pass1>><<endclick>><br> <<if $robinintro is 1 and $exposed lte 0>> <<click [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass1>><</click>><br> <</if>> <<click [[Main hall (0:01)->Orphanage]]>><<pass1>><<endclick>><br> <<click [[Outside (0:02)|Domus Street]]>><<pass2>><</click>><br> <br> <<else>> There's no way you can go out dressed like this!<br><br> <</if>> <</if>> <<elseif $undertype is "naked">> <<if $underwarningskip is 1>> <<click [[Bathroom (0:01)->Bathroom]]>><<pass1>><<endclick>><br> <<if $robinintro is 1 and $exposed lte 0>> <<click [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass1>><</click>><br> <</if>> <<click [[Main hall (0:01)->Orphanage]]>><<pass1>><<endclick>><br> <<click [[Outside (0:02)|Domus Street]]>><<pass2>><</click>><br> <br> <<else>> You are not wearing underwear! The thought of going out like this quickens your pulse.<br><br> <<click [[It won't hurt|Bedroom]]>><<set $underwarningskip to 1>><</click>><br><br> <</if>> <<else>> <<click [[Bathroom (0:01)->Bathroom]]>><<pass1>><<endclick>><br> <<if $robinintro is 1 and $exposed lte 0>> <<click [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass1>><</click>><br> <</if>> <<click [[Main hall (0:01)->Orphanage]]>><<pass1>><<endclick>><br> <<click [[Outside (0:02)|Domus Street]]>><<pass2>><</click>><br> <br> <</if>> <<click [[Settings]]>><</click>><br> <<click [[NPC Settings]]>><</click>><br><br> <<endif>> :: Bathroom [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> You are in the bathroom.<br><br> <<if $stress gte 10000>><<passouthome>><<else>> <<click [[Have a bath (0:30)->Bath]]>><<uppernaked>><<lowernaked>><<undernaked>><<pass30>><<lstress30>><<set $hygiene to 0>><<endclick>><<lstress>><br><br> <<click [[Bedroom (0:01)->Bedroom]]>><<pass1>><<endclick>><br> <<click [[Main hall (0:01)->Orphanage]]>><<pass1>><<endclick>><br> <<if $robinintro is 1 and $exposed lte 0>> <<click [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass1>><</click>><br> <</if>> <<click [[Outside (0:02)|Domus Street]]>><<pass2>><</click>><br> <<endif>> :: Sleep [nobr] <<sleep>><<effects>> <<sleepeffects>> <<if $robindebtwake is 1>><<set $robindebtwake to 0>><<set $robindebtknown to 1>><<set $schoolwake to 0>> <<robin>><<person1>>You're awoken by your door opening. You freeze in fear, until you see Robin peek through the gap. "Can I come in?" <<he>> asks.<br><br> <<if $exposed gte 1>> You pull your covers up to keep your <<lewdness>> concealed as you nod. <<else>> You nod. <</if>> <<He>> tiptoes into the room and sits on the end of your bed. "I hope I didn't wake you," <<he>> says. "I'm frightened. Bailey makes me pay <<himcomma>> but it's so much and it keeps getting higher." <<Hes>> on the verge of tears. You lean forward and hug <<himstop>> "I don't know what to do."<br><br> You hold <<him>> for a few minutes until <<he>> pulls away from you. "Sorry. I just needed to tell someone." <<He>> wipes <<his>> eyes with <<his>> sleeve. "Thank you." <<He>> tiptoes from the room, closing the door with barely a sound. <<gstress>><<gstress60>><br><br> <<endevent>> <<click [[Next|Bed]]>><</click>><br> <<elseif $robinlovewake is 1>><<set $robinlovewake to 0>><<set $robinbed to 1>><<set $schoolwake to 0>> <<robin>><<person1>>You feel a familiar presence. Robin wraps <<his>> arms around you.<br><br> <<click [[Cuddle|Bed]]>><<endevent>><<ltrauma60>><<lstress60>><</click>><<ltrauma>><<lstress>><br> <<click [[Kiss|Bed Robin Sex]]>><<set $sexstart to 1>><</click>><br> <<elseif $baileyrapewake is 1>><<set $baileyrapewake to 0>><<set $schoolwake to 0>> <<generate1>><<person1>>You awaken to a shape looming over you and hands pulling off your covers. It's a <<personstop>> "Don't struggle," <<he>> says. <<if $robinbed is 1>> "We wouldn't want to wake up your friend." Robin lays beside you, still asleep. <</if>> "You looked so cute, cozy and safe sleeping. I couldn't help myself."<br><br> Bailey leans against the doorframe, counting money.<br><br> <<click [[Next|Sleep Rape]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<if $nightmares is 1 and $controlled is 0>> <<if $schoolwake is 1>><<set $schoolwake to 0>> <<if $motherwake is 1>> You try to go back to sleep, but Bailey knocks again, reminding you to get up. <<else>> You dream you are being hunted by something dark and terrible. The nightmares are interrupted by a hammering on your door. It's Bailey, waking you for school. <</if>> <br><br><<set $motherwake to 1>> <<else>> You dream you are being hunted by something dark and terrible. You quickly forget the specifics, but the sense of dread lingers.<br><br> <</if>> <<else>> <<if $schoolwake is 1>><<set $schoolwake to 0>> <<if $motherwake is 1>> You try to go back to sleep, but Bailey knocks again, reminding you to get up. <<else>> You sleep soundly, but are awoken early by a hammering on your door. It's Bailey, waking you for school. <</if>> <br><br><<set $motherwake to 1>> <<else>> You sleep soundly, and wake up refreshed.<br><br> <</if>> <</if>> <<if $robinbed is 1>><<set $robinbed to 0>> <<robin>><<person1>>Robin cuddles you. "I'll leave you to get dressed," <<he>> says.<<endevent>><br><br> <</if>> <label>Dress casually <<radiobutton "$clothesselect" "casual">></label> | <label>Dress for school <<radiobutton "$clothesselect" "school">></label> | <label>Custom 1 <<radiobutton "$clothesselect" "custom1">></label> | <label>Custom 2 <<radiobutton "$clothesselect" "custom2">></label> | <label>Custom 3 <<radiobutton "$clothesselect" "custom3">></label> | <label>Custom 4 <<radiobutton "$clothesselect" "custom4">></label> | <label>Dress like you were before bed <<radiobutton "$clothesselect" "clotheson" checked>></label> <br><br> <<if $renttime lte 0>><<set $bus to "home">> <<click [[Get out of bed|Bedroom Bailey]]>><</click>><br><br> <<else>> <<click [[Get out of bed|Bedroom]]>><</click>><br><br> <</if>> <</if>> <<set $phase to 0>> :: Bath [nobr] <<effects>><<set $location to "home">><<set $outside to 0>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure / 3) and $hallucinations gte 2 and $slimedisable is "f" and $controlled is 0>> You wash until you're squeaky clean.<<wash>><br><br> As you remove the plug to drain the water, you feel something probe your <<genitalsstop>> You look between your legs, but you don't see anything abnormal. When you try to stand up however, translucent tendrils rise from the water and force you back down.<br><br> <<click [[Next|Bath Slime]]>><<set $molestationstart to 1>><</click>> <<else>> You wash until you're squeaky clean.<<wash>><br><br> <<click [[Get out->Bathroom]]>><<clotheson>><</click>><br> <<if $awareness gte 1>> <<click [[Masturbate|Bath Masturbation]]>><<set $masturbationstart to 1>><</click>><br> <</if>> <</if>> :: Passout home [nobr] <<set $dangerhome to 0>> <<set $safehome to 0>> You've pushed yourself too much.<br><br> <<passout>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>><<set $dangerhome to random(1, 100)>><<endif>> <<if $danger lt (9900 - $allure)>><<set $safehome to random(1, 100)>><<endif>> <<if $dangerhome gte 80>><<click [[Sleep|Abduction]]>><<set $molestationstart to 1>><<endclick>> <<elseif $dangerhome gte 1>><<click [[Sleep|Molestation]]>><<set $molestationstart to 1>><<endclick>> <<endif>> <<if $safehome gte 1>>[[Sleep|Bailey Rescue]] <<endif>> <<pass60>> <<set $stress to $stress - 2000>> <<set $trauma to $trauma +10>> :: Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<generate1>><<strangeman1init>><<set $mouthuse to "lefthand">><<set $lefthand to "mouth">>You feel something probing your nethers. As you open your eyes a hand clasps down on your mouth, muffling your screams.<br> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->Molestation Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Molestation Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Molestation]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Molestation Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Molestation]]>><</click>></span><<nexttext>> <<endif>> :: Molestation Ejaculation [nobr] <<ejaculation>> <<He>> shoves you to the ground before walking to the door and peeking through. <<He>> sneaks out.<br><br> <<if $underoff isnot 0>> <<understeal>> <</if>> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> [[Next|Bedroom]] :: Bed [nobr] <<effects>> <<if $robinbed is 1>> You snuggle under the covers with Robin.<br><br> <<else>> You snuggle under the covers.<br><br> <</if>> <<if $sleeptrouble is 1 and $controlled is 0>> <<click [[Sleep for 10 hours|Sleep]]>><<set $sleephour to 10>><<endclick>><<ltiredness>><br> <<click [[Sleep for 9 hours|Sleep]]>><<set $sleephour to 9>><<endclick>><<ltiredness>><br> <<click [[Sleep for 8 hours|Sleep]]>><<set $sleephour to 8>><<endclick>><<ltiredness>><br> <<click [[Sleep for 7 hours|Sleep]]>><<set $sleephour to 7>><<endclick>><<ltiredness>><br> <<click [[Sleep for 6 hours|Sleep]]>><<set $sleephour to 6>><<endclick>><<ltiredness>><br> <<click [[Sleep for 5 hours|Sleep]]>><<set $sleephour to 5>><<endclick>><<ltiredness>><br> <<click [[Sleep for 4 hours|Sleep]]>><<set $sleephour to 4>><<endclick>><<ltiredness>><br> <<click [[Sleep for 3 hours|Sleep]]>><<set $sleephour to 3>><<endclick>><<ltiredness>><br> <<click [[Sleep for 2 hours|Sleep]]>><<set $sleephour to 2>><<endclick>><<ltiredness>><br> <<click [[Sleep for 1 hours|Sleep]]>><<set $sleephour to 1>><<endclick>><<ltiredness>><br> <br> <<else>> <<click [[Sleep for 8 hours|Sleep]]>><<set $sleephour to 8>><<endclick>><<ltiredness>><br> <<click [[Sleep for 7 hours|Sleep]]>><<set $sleephour to 7>><<endclick>><<ltiredness>><br> <<click [[Sleep for 6 hours|Sleep]]>><<set $sleephour to 6>><<endclick>><<ltiredness>><br> <<click [[Sleep for 5 hours|Sleep]]>><<set $sleephour to 5>><<endclick>><<ltiredness>><br> <<click [[Sleep for 4 hours|Sleep]]>><<set $sleephour to 4>><<endclick>><<ltiredness>><br> <<click [[Sleep for 3 hours|Sleep]]>><<set $sleephour to 3>><<endclick>><<ltiredness>><br> <<click [[Sleep for 2 hours|Sleep]]>><<set $sleephour to 2>><<endclick>><<ltiredness>><br> <<click [[Sleep for 1 hours|Sleep]]>><<set $sleephour to 1>><<endclick>><<ltiredness>><br><br> <</if>> <<click [[Climb out of bed|Bedroom]]>><<endevent>><<set $clothesselect to "clotheson">><</click>><br><br> :: Orphanage [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> You are in the main hall of the orphanage. <<if $daystate is "day">> A couple of children on cleaning duty sweep the floor. <<elseif $daystate is "dusk">> You hear hushed voices. <<elseif $daystate is "dawn">> <<if $schoolday is 1>> The children are heading off to school. <<else>> The children are leaving to find work. <</if>> <<elseif $daystate is "night">> The children must be asleep. <</if>> <br><br> <<if $stress gte 10000>><<passouthome>> <<elseif $exposed gte 1 and $hour lt 22 and $hour gt 6>> You can't bear the thought of someone catching you like this. You hasten to your bedroom.<br><br> [[Next|Bedroom]] <<elseif $days gte 1 and $robinintro is undefined and $hour gte 7 and $hour lte 20>><<set $robinintro to 1>><<set $robindebt to 0>><<set $robindebtlimit to 5>> <<robin>><<person1>>You hear a voice shout behind you. "Hey!" It's Robin. <<Hes>> another resident at the orphanage. <<Hes>> always looked up to you, despite being about the same age. <<He>> runs towards you and fails to slow down in time, colliding with you and almost falling over. You hold <<his>> arm to steady <<himstop>> "Thanks," <<he>> says, looking embarrassed though still smiling.<br><br> "I didn't see you yesterday. Remember, <span class="gold">you can visit me in my room</span> anytime you want. I have something to show you. I'm so excited!" <<He>> hugs you, then runs off before you can respond.<br><br> <<endevent>> <<click [[Next|Orphanage]]>><</click>><br> <<elseif $renttime lte 0>><<set $bus to "home">> A hand rests on your shoulder from behind. It's Bailey.<br><br> <<rentdue>> <<else>> <<click [[Garden (0:01)|Garden]]>><<pass1>><</click>><br> <br> <<click [[Bailey's Office (0:01)|Bailey's Office]]>><<pass1>><</click>><br> <<click [[Bedroom (0:01)|Bedroom]]>><<pass1>><</click>><br> <<click [[Bathroom (0:01)->Bathroom]]>><<pass1>><<endclick>><br> <<if $robinintro is 1 and $exposed lte 0>> <<click [[Robin's room (0:01)|Robin's Room Entrance]]>><<pass1>><</click>><br> <</if>> <<click [[Go outside (0:01)|Domus Street]]>><<pass1>><</click>><br> <</if>> :: Garden [nobr] <<set $outside to 1>><<set $location to "home">><<effects>> You are in the garden behind the orphanage.<br><br> <<if $stress gte 10000>><<passouthome>> <<elseif $exposed gte 1 and $hour lt 22 and $hour gt 6>> <<exhibitionismgarden>> You can't bear the thought of someone catching you like this. You hasten to your bedroom.<br><br> [[Next|Bedroom]] <<else>> <<if $hour gte 7 and $hour lt 20>> Some children are playing. <br><br> <</if>> <<if $hour gte 7 and $hour lt 20 and $dev is 1>> <br><<click [[Join in (0:20)|Garden Play]]>><<ltrauma20>><<lstress20>><<pass20>><<endclick>><<ltrauma>><<lstress>><br> <</if>> <<if $weather is "clear" and $daystate is "day">> <<click [[Bask in the sun (0:10)|Bask]]>><<pass10>><<set $stress to $stress - 20>><<endclick>><<lstress>><br> <</if>> <<click [[Main Hall (0:01)->Orphanage]]>><<pass1>><<endclick>><br> <</if>> :: Molestation Alarm [nobr] <<effects>><<set $rescued to $rescued + 1>><<set $baileylove -= 1>> You hear Bailey marching down the corridor outside, come to investigate your scream. "You better be dying in there." The <<person1>><<person>> climbs on the bed and bolts through the open window just as Bailey storms in.<br><br> <<clotheson>> <<endcombat>> <<bailey>><<person1>>"I don't know what this town's coming to," Bailey says as <<he>> closes the window. <<He>> turns to you. "Don't disturb me again unless it's important." <<He>> slams the door shut as <<he>> leaves.<br><br> [[Next|Bedroom]] :: Molestation Escape [nobr] <<effects>> <<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you flee to the bathroom and lock the door behind you. There's a window you can use to escape should <<he>> persist.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<pass30>>After thirty minutes pass without event, you quietly head back to your bedroom. You feel relief as you see it empty.<br><br> <<clotheson>> <<endcombat>> [[Next|Bedroom]] :: Bask [nobr] <<effects>> You find a deserted part of the garden and bask in the sun. You feel the warmth seep into your skin.<br><br> It might feel even better if you were undressed...<br><br> <<click [[Strip|Nude bask]]>><<set $stress to $stress - 40>><</click>><<exhibitionist1>><<lstress>><br> [[Stop|Garden]] :: Nude bask [nobr] <<effects>> <<if $upperclothes isnot "naked">>You remove your $upperclothes<<if $lowerclothes isnot "naked" and $upperset isnot $lowerset>> and your $lowerclothes<</if>>.<</if>><br><br><<upperstrip>><<uppernaked>><<lowerstrip>><<lowernaked>> The warmth feels wonderful on your bare skin.<br> <<exhibitionism1>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> You open your eyes and notice that your clothes aren't where you left them. You look around with increasing distress, but can't see them anywhere. Someone must have taken them. Maybe whoever did it is still around.<br><br> <<click [[Call out|Bask Call]]>><</click>><br> <<click [[Sneak inside|Bask Sneak]]>><<set $upperoff to 0>><<set $loweroff to 0>><</click>><br> <<else>> <<if $daystate is "day">> <<click [[Continue|Nude bask]]>><<set $stress to $stress - 40>><<pass20>><</click>><<lstress>><br> <<click [[Masturbate|Nude Masturbation]]>><<set $masturbationstart to 1>><</click>><br> <<click [[Stop|Garden]]>><<clotheson>><</click>> <<else>> The sun starts to disappear behind the rooftops.<br><br> <<click [[Get dressed|Garden]]>><<clotheson>><</click>> <</if>> <</if>> :: Widget Passout Home [widget] <<widget "passouthome">>[[Everything fades to black...->Passout home]]<<endwidget>> :: Bath Slime [nobr] <<effects>> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<if $tentacledisable is "f">> <<set $enemytype to "tentacles">> <<set $tentacleno to 2>> <<set $tentaclehealth to 15>> <<tentaclestart>> <</if>> <<set $swarmname to "slime masses">> <<set $swarmmove to "moving towards you">> <<set $swarmcreature to "slimes">> <<set $swarmspill to "encircle you">> <<set $swarmsteady to "fend off">> <<set $swarmSteady to "Fend off">> <<set $swarmcount to 8>> <<set $swarm1 to "active">> <<set $swarm2 to "active">> <<set $swarm3 to "active">> <<set $swarm4 to "active">> <<set $swarm5 to "active">> <<set $swarm6 to "active">> <<set $swarm7 to "active">> <<set $swarm8 to "active">> <<set $swarmactive to 8>> <<set $timer to 20>> <</if>> <<swarmeffects>><<effectstentacles>> <<swarm>><<tentacles>> <<statetentacles>> <<swarmactions>><<actionstentacles>> <<if $timer lte 0>> <span id="next"><<click [[Next|Bath Slime Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Bath Slime Finish [nobr] <<effects>> The last of the water drains from the bath, taking the slime with it. <<tearful>> you climb out the bath.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Bathroom]]>><</click>> :: Garden Play [nobr] <<set $outside to 1>><<set $location to "home">><<effects>> <<if $rng gte 51>> You join the children playing hide-and-seek. <<set $rng to random(1, 100)>> <<if $rng gte 91>> You hide behind a large potted plant, <<elseif $rng gte 81>> You hide behind a tree, <<elseif $rng gte 71>> You hide in an abandoned shed, <<elseif $rng gte 61>> You hide round the corner of the orphanage, <<elseif $rng gte 51>> You hide behind a bush, <<elseif $rng gte 41>> You hide within a patch of long grass, <<elseif $rng gte 31>> You hide behind a flowerbed, <<elseif $rng gte 21>> You hide behind a rock, <<elseif $rng gte 11>> You hide behind an old wheelbarrow, <<else>> You hide beneath a bush, <</if>> <<generatec1>><<person1>> and wait for the <<person>> to find you.<br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> It doesn't take <<him>> long. "I've got you!" <<he>> exclaims as <<he>> pulls you from your hiding place. <<He>> doesn't let go once you're in the open, instead <<he>> pulls you closer and starts exploring your body with <<his>> hands.<br><br> <<click [[Shove|Garden Shove]]>><</click>><br> <<if $promiscuity gte 15>> <<click [[Allow|Garden Sex]]>><<set $sexstart to 1>><</click>><<promiscuous2>><br> <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 81>> You hear <<him>> search and find the other children one by one, until you're the only one left. After a couple more minutes <<his>> impatience gets the better of <<himstop>> "I give up. You win." <<he>> shouts. You leave your hiding place triumphant.<br><br> <<else>> It doesn't take <<him>> long. "I've got you!" <<he>> exclaims as <<he>> pulls you from your hiding place. <<He>> must be cheating. <br><br> <</if>> <<click [[Next|Garden]]>><<endevent>><</click>><br> <</if>> <<else>> <<generatec1>><<person1>>A <<person>> runs up to you and prods your shoulder. "You're it!" <<he>> says with glee.<br><br> <<if $rng gte 81>> You tag someone else and continue playing. You're chasing the <<person>> when <<he>> trips over a fallen branch, and you trip in turn. You land on top of <<himstop>><br><br> <<click [[Stand up|Garden]]>><<endevent>><</click>><br> <<click [[Flirt|Garden Flirt]]>><</click>><<promiscuous1>><br> <<else>> You tag someone else and continue playing for a time.<br><br> <<click [[Next|Garden]]>><<endevent>><</click>><br> <</if>> <</if>> :: Orphanage Intro [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $dev is 1>> <<bailey>><<person1>>You enter the main hall of the orphanage and line up with the other children. The room falls silent as Bailey storms in, eyes livid. "Listen up," <<he>> shouts. "They're cutting our funding. And I'm not sacrificing anything for you little shits." <<He>> runs a hand through <<his>> dark hair. "From now on, you're contributing. Financially."<br><br> <<He>> unfolds paper from <<his>> jacket pocket and examines it. "<span class="pink">£100</span> should be enough to start. For the first week. I don't care how you get it. Knock on doors and ask for work. Rent yourself as a footstool. Steal it even. Just have it a week from now. Or I'll find a way to extract value from you."<br><br> <<else>> <<bailey>><<person1>> You enter Bailey's office. "I know why you're here," <<He>> says, running a hand through <<his>> dark hair. "You want me to release you from my protection, so you'll be an independent citizen. I could do that. But there's a problem. You've been living under my roof without giving anything in return. You owe me. Until you pay me back, I'm not letting you go."<br><br> <<He>> looks at the paper on <<his>> desk and smiles. "<span class="pink">£100</span> should do. To start with. I don't care how you get it. Knock on doors and ask for work. Rent yourself as a footstool. Steal it even. Just have it a week from now. Or I'll find a way to extract value from you."<br><br> <</if>> You return to your tiny bedroom and wonder what to do.<br><br> <<set $rentmoney to 10000>> <<set $renttime to 7>><<set $rentday to $weekday>> <<set $rentstage to 1>> <<endevent>> <span id="next"><<click [[Next|Bedroom]]>><</click>></span> :: Bailey Rescue [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<set $stress to $stress - 2000>> <<bailey>><<person1>>You're awoken by a sharp pain in your face. It's Bailey. <<He>> slaps you again. "I provide a perfectly good bed for you, yet you opt to sleep on the floor." <<He>> slams the door shut as <<he>> leaves.<br><br> <<set $pain += 20>> <<click [[Next|Bedroom]]>><<endevent>><</click>><br> :: Widgets Rent [widget] <<widget "rentdue">><<nobr>> <<bailey>><<person1>>"Time to pay up," <<He>> says. <<if $baileydefeatedchain gte 1>> <<generate2>><<person2>>A rough-looking <<person>> stands with <<person1>><<himstop>> <<person2>><<He>> cracks <<his>> knuckles.<<person1>><br><br> <</if>> <br><br> <<if $money gte $rentmoney>> <<click [[Pay|Rent Pay]]>><</click>><br> <<click [[Refuse|Rent Refuse]]>><<set $submissive -= 1>><</click>><br> <<else>> <<if $submissive lte 850>> You stare at <<him>> in defiance. "I don't have your money. And wouldn't give it to you if I did." <<elseif $submissive gte 1150>> You hang your head, unable to pay and afraid of what's to come. <<else>> "I don't have it," you say, afraid of what's to come. <</if>> <br><br> "That's okay," <<he>> says, smiling. "I've already made arrangements. I don't know what they intend for you, and frankly I don't care." <<He>> produces a hood and length of rope. "Hold still."<br><br> <<click [[Submit|Rent Intro]]>><</click>><br> <<if $bus is "hospital">> <<click [[Fight|Rent Hospital Fight]]>><<set $fightstart to 1>><</click>><br> <<else>> <<click [[Fight|Rent Fight]]>><<set $fightstart to 1>><</click>><br> <</if>> <</if>> <<set $renttime to 7>><<set $rentday to $weekday>> <</nobr>><</widget>> <<widget "rentmod">><<nobr>> <<if $robinpaid is 1>> <<set $rentmoney *= 2>> <</if>> <</nobr>><</widget>> :: Rent Pay [nobr] <<effects>> <<set $money -= $rentmoney>> Bailey snatches the money from your hand and starts counting. "Good," <<he>> says, satisfied. "You came through.<<set $baileydefeatedchain to 0>> <<if $rentstage is 1>><<set $rentmoney to 30000>><<rentmod>> Next week I want <span class="pink">£<<print $rentmoney / 100>></span>. You didn't think it would get any easier did you?" <<elseif $rentstage is 2>><<set $rentmoney to 50000>><<rentmod>> Next week I want <span class="pink">£<<print $rentmoney / 100>></span>." <<elseif $rentstage is 3>><<set $rentmoney to 70000>><<rentmod>> Next week I want <span class="pink">£<<print $rentmoney / 100>></span>." <<elseif $rentstage is 4>><<set $rentmoney to 100000>><<rentmod>> Next week I want <span class="pink">£<<print $rentmoney / 100>></span>." <<elseif $rentstage is 5>><<set $rentmoney to 150000>><<rentmod>> Next week I want <span class="pink">£<<print $rentmoney / 100>></span>." <<else>><<set $rentmoney to 200000>><<rentmod>> Next week I want <span class="pink">£<<print $rentmoney / 100>></span>." <</if>> <br><br> <<set $rentstage += 1>> <<if $bus is "hospital">> <<if $crime gte 1000>> <<click [[Next|Hospital Arrest]]>><<pass10>><<endevent>> <</click>><br> <<else>> <<click [[Next->Hospital front]]>><<pass10>><<endevent>> <<endclick>><br> <</if>> <<else>> <<click [[Next|Bedroom]]>><<endevent>><</click>><br> <</if>> :: Rent Refuse [nobr] <<effects>> <<if $submissive lte 850>> You stare at <<him>> in defiance. "I'm not paying you. I don't care what you do to me." <<elseif $submissive gte 1150>> "N-no," you stutter, surprised by your bravery. "I-I won't." <<else>> "The money isn't yours," you say, "I'm keeping it." <</if>> <br><br> "That's okay," <<he>> says, smiling. "I've already made arrangements. I don't know what they intend for you, and frankly I don't care." <<He>> produces a hood and length of rope. "Hold still."<br><br> <<click [[Submit|Rent Intro]]>><</click>><br> <<if $bus is "hospital">> <<click [[Fight|Rent Hospital Fight]]>><<set $fightstart to 1>><</click>><br> <<else>> <<click [[Fight|Rent Fight]]>><<set $fightstart to 1>><</click>><br> <</if>> :: Rent Intro [nobr] <<effects>> <<set $baileydefeatedchain to 0>> <<bailey>><<person1>>With your head covered by a hood and your arms bound behind your back you are led down a flight of stairs and along a tunnel. You trip a couple of times, prompting Bailey to drag you back to your feet and slap your face in anger.<<pass20>><br><br> <<if $rentsale is 2>><<set $rentsale to 0>> After journeying for some time you hear another set of footsteps. <<generate2>><<person2>>"Hand <<phim>> over," says a <<if $pronoun is "m">>man's<<else>>woman's<</if>> voice.<br><br> "Money first," responds Bailey. "Will I get <<phim>> back?"<br><br> "You won't want <<phim>> when we're done."<br><br> You hear a rustle of paper before being dragged further along the tunnel.<br><br> <<click [[Next|Underground Intro]]>><</click>><br> <<elseif $rentsale is 1>><<set $rentsale += 1>> After journeying for some time you emerge outside. You hear wind rustling through leaves. Bailey lifts you and hooks your bindings on something behind you, leaving you suspended in the air. "Don't go anywhere, you'll be picked up shortly," <<he>> says. You hear <<him>> walk away, leaving you alone.<br><br> <<endevent>> <<eden>><<person1>> You aren't left hanging there for long. Your hood is yanked off your head as a <<if $pronoun is "m">>man's<<else>>woman's<</if>> voice appears beside you. <<if $edenfreedom gte 2 and $edendays gte 8>> "I trusted you," Eden says as <<he>> cuts your bindings. You fall to the floor in a heap. "This is what happens if you don't obey me. It's for your own protection." <<He>> pulls you to your feet. "Let's go home."<br><br> <<click [[Next (0:30)|Eden Recaptured]]>><<pass30>><</click>><br> <<elseif $edenfreedom gte 1 and $edendays gte 2>> "I trusted you," Eden says as <<he>> cuts your bindings. You fall to the floor in a heap. "This is what happens if you don't obey me. It's for your own protection." <<He>> pulls you to your feet. "Let's go home."<br><br> <<click [[Next (0:30)|Eden Recaptured]]>><<pass30>><</click>><br> <<elseif $edenfreedom gte 1>> "I knew you'd end up like this. The town is dangerous," Eden says, cutting your bindings. <<He>> catches you as you fall. "Let's go home."<br><br> <<He>> takes you back to <<his>> cabin.<br><br> <<endevent>> <<click [[Next (0:30)|Eden Cabin]]>><<pass30>><</click>><br> <<else>> <<if $hunterintro is 1>> "I knew I'd get you back." <<else>> "I'm not used to my prey being so helpless. Not that I'm complaining." <</if>> <<He>> crept up on you without making a sound.<br><br> <<endevent>> <<click [[Next|Forest Hunter Intro]]>><</click>><br> <</if>> <<else>><<set $rentsale to 1>> After journeying for some time you hear another set of footsteps. <<generate2>><<person2>>"This is the merchandise?" says a <<if $pronoun is "m">>man's<<else>>woman's<</if>> voice.<br><br> "No, I'm just taking my <<girl>> for a walk," says Bailey, <<his>> temper barely concealed beneath the sarcasm. "Just give me the cash. And I want it back in one piece, you're not paying enough..." <<He>> presses something against your mouth and your consiousness fades.<br><br> <<set $arousal += 6000>> <<click [[Next|Danube Meal]]>><<endevent>><</click>><br> <</if>> :: Rent Fight [nobr] <<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemyhealthmax += 200>> <<set $enemyhealth += 200>> <<set $enemyanger += 200>> <<npcidlegenitals>> "You think I won't be beat it out of you?" <<He>> says. <br><br> <<set $phase to 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<if $phase is 1>><<set $phase to 2>> Children arrive to watch the fight, drawn by the noise.<br><br> <</if>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Rent Fight Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Rent Fight Finish]]>><</click>></span><<nexttext>> <<elseif $pain gte 100>> <span id="next"><<click [[Next|Rent Fight Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Rent Fight]]>><</click>></span><<nexttext>> <</if>> :: Rent Fight Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $baileydefeatedlewd += 1>><<set $baileydefeatedchain += 1>> <<person1>>One of the watching children giggles. Bailey spins to find the culprit, but another laughs behind <<himstop>> Soon the whole room is filled with laughter. <<He>> looks back at you. "You'll pay for this," <<he>> says, before storming from the room.<br><br> <<if $baileydefeatedchain gte 2>> The <<person2>><<person>> slinks out after <<person1>><<himstop>><br><br> <</if>> The children cheer at your defeat of the tyrant. <<He>> will be back, but for now you're in the clear.<<ltrauma>><<lstress>><<ltrauma60>><<lstress60>><br><br> <<clotheson>> <<endcombat>> <<click [[Next|Bedroom]]>><</click>> <<elseif $enemyhealth lte 0>><<set $baileydefeated += 1>><<set $baileydefeatedchain += 1>> <<person1>><<He>> backs off for a moment, surprised by your aggression and nursing a bruise. <<He>> notices the crowd formed around the hall. "You'll pay for this. Mark my words." <<He>> storms out.<br><br> <<if $baileydefeatedchain gte 2>> The <<person2>><<person>> slinks out after <<person1>><<himstop>><br><br> <</if>> <<His>> departure lifts a weight from the watching children, who cheer at your defeat of the tyrant. <<He>> will be back, but for now you're in the clear.<<ltrauma>><<lstress>><<ltrauma60>><<lstress60>><br><br> <<clotheson>> <<endcombat>> <<click [[Next|Bedroom]]>><</click>> <<else>><<set $baileydefeatedchain to 0>> You fall to the ground, too hurt to move.<br><br> <<set $upperoff to 0>> <<set $loweroff to 0>> <<set $underoff to 0>> <<endcombat>> <<click [[Next|Rent Intro]]>><</click>> <</if>> :: Bask Call [nobr] <<set $outside to 1>><<set $location to "home">><<effects>> <<covered>> <<if $submissive gte 1150>> "H-hello?" you say. "I'm sorry if I offended you. Please give me my clothes." <<elseif $submissive lte 850>> "I know you're there." You say. "Show yourself."<br><br> <<else>> "This isn't funny." You say. "Give my clothes back." <</if>> <br><br> <<generatec1>><<person1>>A <<person>> steps out from behind a bush, grinning ear to ear. "Alright, but first let me see you properly."<br><br> <<click [[Do as asked|Bask Call Move]]>><<gstress60>><<gtrauma60>><</click>><<gtrauma>><<gstress>><br> <<click [[Refuse|Bask Call Refuse]]>><</click>><br> :: Bask Sneak [nobr] <<set $outside to 1>><<set $location to "home">><<effects>> You crawl beneath a bush and look out towards your bedroom window. Children play on the grass between you and the orphanage. You won't be able to cross without being seen.<br><br> <<click [[Shield yourself with a potted plant|Bask Sneak Exhibitionism]]>><</click>><br> <<click [[Wait for them to leave (1:00)|Bask Sneak Wait]]>><<pass60>><</click>><br> :: Bask Call Move [nobr] <<set $outside to 1>><<set $location to "home">><<effects>> <<fameexhibitionism1>> <<if $leftarm isnot "bound" and $rightarm isnot "bound">> You <<nervously>> move your hands, displaying yourself to the <<personstop>> <<else>> You <<nervously>> turn your body, displaying youself to the <<personstop>> <</if>> You feel exposed and humiliated as you look at the clothes held in <<his>> hand, but <<he>> makes no move to give them back. <br><br> <<if $submissive gte 1150>> "P-please..." you plead. <<He>> takes pity on you and throws you the clothing. You run behind a bush to get dressed. You hope <<he>> doesn't tell anyone about this, but you know better.<br><br> <<elseif $submissive lte 850>> Realising how entranced <<he>> is by your body, you snatch the clothing from <<him>> and march behind a bush to get dressed. You hope <<he>> doesn't tell anyone about this, but you know better.<br><br> <<else>> "I did what you asked." You say, hoping the ordeal is near over.<br><br> <<He>> looks at you thoughtfully for a moment, then throws the clothing at you. You run behind a bush to get dressed. You hope <<he>> doesn't tell anyone about this, but you know better.<br><br> <</if>> <br><br> <<clotheson>> <<click [[Next|Garden]]>><<endevent>><</click>><br> :: Bask Call Refuse [nobr] <<set $outside to 1>><<set $location to "home">><<effects>> <<if $submissive gte 1150>> You look at your feet and shake your head. You've had quite enough. <<elseif $submissive lte 850>> You glare at the <<personstop>> "I'm not doing what you want. Give me back my clothes this instant!" you demand, sounding more assured than you feel. <<else>> "No," you say. "I'm not going to." <</if>> <br><br> "Worth a try," <<he>> says, shrugging. <<He>> hurls your clothing into the air and giggles as <<he>> runs away.<br><br> <<if $rng gte 81>> Your clothes snag on a tree branch, high above you.<br><br> <<click [[Climb|Bask Climb]]>><<endevent>><</click>><br> <<click [[Leave them|Bask Sneak]]>><<set $upperoff to 0>><<set $loweroff to 0>><<endevent>><</click>><br> <<else>> Your clothes land beside you. You hide behind a bush before dressing, afraid you're still being watched.<br><br> <<clotheson>> <<click [[Next|Garden]]>><<endevent>><</click>><br> <</if>> :: Bask Climb [nobr] <<set $outside to 1>><<set $location to "home">><<effects>> You grab hold of a low branch and begin climbing the tree. You feel more exposed as you ascend, and hope the leaves and other trees will provide enough cover.<br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<if $rng gte 51 and $hallucinations gte 2 and $tentacledisable is "f">> You're making sure your legs are secure when the branches jerk to life. They bend towards you, until you're surrounded and trapped.<br><br> <<click [[Next|Bask Tentacles]]>><<set $molestationstart to 1>><</click>><br> <<else>> You can see over the orphanage fence from here, into the windows of neighbouring homes. One window opens and a <<generate1>><<person1>><<person>> leans out. <<He>> spots you and smiles. "Are you... naked?" <<he>> says, craning <<his>> neck to get a view less obscured by leaves. "Wait there. I'll get my camera." The branch holding your clothes is out in the open, and you don't think you could retrieve them before <<he>> returns.<br><br> <<fameexhibitionism1>> <<click [[Continue anyway|Bask Climb Exhibitionism]]>><<gtrauma60>><<gstress60>><<garousal60>><</click>><<gtrauma>><<gstress>><<garousal>><br><br> <<click [[Climb back down|Bask Sneak]]>><<set $upperoff to 0>><<set $loweroff to 0>><<endevent>><</click>><br> <</if>> <<else>> You cling to the branch holding your clothes with your hands and knees and crawl across. The branch bends slightly as you reach your goal, but you manage to retrieve your clothing and crawl back to the trunk. You climb down safely.<br><br> <<clotheson>> <<click [[Next|Garden]]>><</click>><br> <</if>> :: Bask Climb Exhibitionism [nobr] <<set $outside to 1>><<set $location to "home">><<effects>> <<fameexhibitionism10>> You cling to the branch holding your clothes with your hands and knees and crawl across. The <<person>> returns, and points <<his>> camera straight at you. Now you're clear of the the main bulk of leaves, they get a clear shot of your <<bottomstop>> "Damn <<girlcomma>> what I'd do to you if I had you in here."<br><br> The branch bends slightly as you reach your goal, but you manage to retrieve your clothing and turn around. You crawl back to the trunk, leaning forward to conceal as much as you can from the <<person>> and <<his>> camera. You enter the safe covering of leaves and climb down.<br><br> <<clotheson>> <<click [[Next|Garden]]>><<endevent>><</click>><br> :: Bask Tentacles [nobr] <<set $outside to 1>><<set $location to "forest">> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<set $tentacleno to 6>> <<set $tentaclehealth to 15>> <<tentaclestart>> <</if>> <<effects>> <<effectstentacles>> <<tentacles>> <<statetentacles>> <<actionstentacles>> <<if $activetentacleno lte ($tentacleno / 2)>> <span id="next"><<click [[Next|Bask Tentacles Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Bask Tentacles]]>><</click>></span><<nexttext>> <</if>> :: Bask Tentacles Finish [nobr] <<effects>> The remaining branches return to their original positions and stay there. You wobble for a moment, but manage to keep yourself from falling. <<tearful>> you continue ascending the tree.<br><br> You cling to the branch holding your clothes with your hands and knees and crawl across. The branch bends slightly as you reach your goal, but you manage to retrieve your clothing and crawl back to the trunk. You climb down safely.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Garden]]>><</click>><br> :: Bask Sneak Exhibitionism [nobr] <<set $outside to 1>><<set $location to "home">><<effects>> You shuffle out from beneath the bush and take cover behind a plant pot. You stand up, lifting the pot as you so that the flowers continue to protect you. You walk along the side of the garden, hoping no one thinks anything is odd. The children don't look twice at you.<br><br> <<if $rng gte 81>> You're half way there when the bottom of the pot gives way, spilling the contents and causing the rest of the pot to collapse. You find yourself stood out in the open with your <<lewdness>> displayed. One of the children averts their eyes, but most stare at you. You run to your bedroom window and climb inside as laughter breaks out behind you.<<gtrauma>><<gstress>><<garousal>><<gtrauma60>><<gstress60>><<garousal60>><br><br> <<fameexhibitionism10>> <<else>> You make it to your bedroom window and climb through without incident.<br><br> <</if>> <<click [[Next|Bedroom]]>><</click>><br> :: Bask Sneak Wait [nobr] <<set $outside to 1>><<set $location to "home">><<effects>> You wait, <<lewdness>> displayed but hidden beneath the bush, for the children to grow bored and leave. Once vacant, you run across the garden and through your bedroom window to safety.<br><br> <<click [[Next|Bedroom]]>><</click>><br> :: Garden Shove [nobr] <<set $outside to 1>><<set $location to "home">><<effects>> <<if $rng gte 81>> You push the <<person>> away from you, but <<he>> doesn't relent.<br><br> <<click [[Next|Garden Sex]]>><<set $molestationstart to 1>><</click>><br> <<else>> You push the <<person>> away from you. <<He>> avoids eye contact and makes <<his>> way back to <<his>> friends.<br><br> <<click [[Next|Garden]]>><<endevent>><</click>><br> <</if>> :: Garden Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 60>> <<set $rescue to 1>> <<promiscuity2>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Garden Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Garden Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Garden Sex Finish]]>><</click>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Garden Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Garden Sex]]>><</click>></span><<nexttext>> <</if>> :: Garden Sex Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "That was naughty," <<he>> says, blushing. "I hope no one saw." <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<person>> recoils from you in pain. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> The <<person>> looks dejected as <<he>> fixes <<his>> clothing and leaves to find <<his>> friends.<br><br> <<clotheson>> <<endcombat>> <<elseif $alarm is 1 and $rescue is 1>> The <<person>> jumps away from you in fright. "I didn't do anything," <<he>> lies to no one in particular before leaving to find <<his>> friends. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|Garden]]>><</click>> :: Garden Flirt [nobr] <<set $outside to 1>><<set $location to "home">><<effects>> You squeeze <<his>> hips between your thighs for a moment and lean closer. "You're it," you whisper into <<his>> ear. "And right where I want you." <<His>> face has turned red by the time you're back on your feet.<<promiscuity1>><br><br> <<click [[Next|Garden]]>><<endevent>><</click>><br> :: Bedroom Bailey [nobr] <<clotheschoice>> <<effects>> Your bedroom door bursts open without warning. It's Bailey.<br><br> <<rentdue>> :: Mirror [nobr] <<effects>> <<mirror>><br><br> <<click [[Step away|Bedroom]]>><</click>> :: Nude Cat [nobr] <<effects>> You're interrupted when you spot a pair of eyes watching you from a bush nearby. A cat walks out.<br><br> <<endmasturbation>> <<endcombat>> <<if $bestialitydisable is "f">> <<click [[Spread your legs|Nude Oral]]>><<ltrauma60>><<lstress60>><<garousal60>><</click>><<ltrauma>><<lstress>><<garousal>><<deviant1>><br> <</if>> <<click [[Pet|Nude Pet]]>><<ltrauma60>><<lstress60>><</click>><<ltrauma>><<lstress>><br> :: Nude Oral [nobr] <<effects>> It walks between your legs and beholds your <<genitals>> with curiousity. It sniffs, then starts licking. It's very gentle, as if aware of the roughness of its tongue. <<if $undertype is "chastity">>Your $underclothes is no defence against its agile tongue.<</if>><<deviancy1>> <<if $arousal gte 8000>> <<set $arousal += 2000>> You lie back and let the cat pleasure you, stroking its ears as it does. You feel your climax build as the cat works your lewd parts.<br><br> <<orgasmpassage>> The cat is eager to lick up your fluid, and makes that its goal as you writhe on the grass. As your convulsions subside, the cat wanders off to find something else to do, a little fluid still on its nose.<br><br> <<else>> You lie back and let the cat pleasure you, stroking its ears as it does. It soon grows bored and leaves you, walking back into the bush it came from.<br><br> <</if>> <<click [[Next|Nude bask]]>><</click>><br> :: Nude Pet [nobr] <<effects>> You reach out and pet the cat. It stretches into your hand and yawns. It turns its tail and leaves the way it came.<br><br> <<click [[Next|Nude bask]]>><</click>><br> :: Sleep Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $robinbed is 1>> <<set $rescue to 1>> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<if $alarm is 1 and $rescue isnot 1>><<set $alarm to 0>> "Be quiet," Bailey says. "You're paying what you owe, one way or another."<br><br> <</if>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Sleep Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Sleep Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Sleep Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Sleep Rape]]>><</click>></span><<nexttext>> <</if>> :: Sleep Rape Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> climbs off the bed and leaves the room. Bailey stares at you for a moment, then slams the door shut.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You knock the <<person>> off the bed, and <<he>> stumbles to the ground. "Fucking brat," <<he>> says, then turns to Bailey. "I want my money back."<br><br> Bailey gives <<him>> a level stare. "You got what you paid for. Not my fault you couldn't handle <<pherstop>>"<br><br> <<He>> glares at Bailey, but doesn't press the issue. Bailey slams the door shut once <<hes>> gone.<br><br> <<clotheson>> <<endcombat>> <<else>> Robin's eyes flutter open in response to your cry. Robin sees the <<person>> pawing at you, and kicks <<him>> in the face. <<He>> falls off the bed. "Fucking brat," <<he>> says, then turns to Bailey. "I want my money back."<br><br> Bailey gives <<him>> a level stare. "You got what you paid for. Not my fault you couldn't handle them."<br><br> <<He>> glares at Bailey, but doesn't press the issue. Bailey slams the door shut once <<hes>> gone.<br><br> <<clotheson>> <<endcombat>> <<robin>><<person1>>Robin hugs you, but doesn't seem to be entirely awake. <<He>> falls asleep again in your arms.<br><br><<set $robindom += 1>> <<endevent>> <</if>> <<click [[Next|Bed]]>><</click>><br>
fire2244/degrees
game/loc-home.twee
twee
unknown
51,630
:: Ambulance rescue [nobr] <<set $outside to 0>><<effects>> You feel yourself being lifted onto a stretcher before passing out again.<br><br> <<click [[Sleep|Hospital Bed]]>><<endclick>><br> :: Widgets Ambulance [widget] <<widget "ambulance">><<nobr>> <<click [[Wake up|Ambulance rescue]]>><<pass60>><</click>> <</nobr>><</widget>> :: Hospital front [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You are in front of the hospital. It is open at all hours.<br><br> <<if $stress gte 10000>><<passouthospital>> <<else>> <<if $exposed gte 1>> You are hiding in the bushes just outside the entrance. You should be able to enter without being seen if you time it right.<br><br> <</if>> <<click [[Go inside hospital (0:01)->Hospital Foyer]]>><<pass1>><<endclick>><br> <<click [[Nightingale Street (0:01)->Nightingale Street]]>><<pass1>><<endclick>><br> <</if>> :: Hospital Foyer [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You are inside the hospital foyer. <<if $psych is 1>>You see a sign directing to Harper's office. <</if>><<if $asylum is 0 and $weekday is 6 and $harpervisit isnot 1 and $psych is 1>>You're in time for your appointment.<<else>>You don't have an appointment right now.<</if>><br><br> <<if $stress gte 10000>><<passouthospital>> <<else>> <<if $exposed gte 1>> You are hiding under a hospital bed, hoping no one spots you in this state of undress. You see a cart full of sheets not far away that you could use to cover yourself. You could wait until the coast looks clear then make a break for it. Alternatively, you could inch the bed closer to the cart to try to remain concealed from view.<br><br> <<click [[Make a break for it (0:05)|Hospital Exhibition]]>><<set $phase to 0>><<pass5>><</click>><br> <<click [[Slide the bed closer (0:10)|Hospital Exhibition]]>><<set $phase to 1>><<pass10>><</click>><br> <br> <<else>> <<if $psych is 1 and $asylum is 0 and $weekday is 6 and $harpervisit isnot 1>> <<click [[Doctor Harper's office|Doctor Harper's Office]]>><<set $harpervisit to 1>><</click>><br> <</if>> <<if $vaginalchastityparasite isnot 0>> <span class="pink">You feel $vaginalchastityparasite squirming inside your vagina.</span><br> <</if>> <<if $penilechastityparasite is 0 and $vaginalchastityparasite is 0 and $analchastityparasite is 0 and $clitparasite is 0 and $penisparasite is 0 and $chestparasite is 0>> <<else>> <<click [[Inquire about parasite removal (0:10)|Hospital Parasite]]>><<pass10>><</click>><br> <</if>> <<if $breastsize lte 11>> <<click [[Inquire about breast enlargement (0:10)|Hospital Breast Enlargement]]>><<pass10>><</click>><br> <</if>> <<if $breastsize gte 1>> <<click [[Inquire about breast reduction (0:10)|Hospital Breast Reduction]]>><<pass10>><</click>><br> <</if>> <<if $dev is 1>> <<click [[Pediatric ward (0:01)->Paediatric ward]]>><<pass1>><<endclick>><br> <</if>> <<click [[Go outside (0:01)->Hospital front]]>><<pass1>><<endclick>><br> <</if>> <</if>> :: Abduction Hospital [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You awaken on a hard metallic surface in a dark room. Dim lights along the walls switch on, illuminating a large and grimy room, the ceiling lost in the darkness above. Cages line one wall, full of golden eyes that stare out at you. The cage doors shift slightly, and a timer blinks into life "1:00, 0:59, 0:58..." Fighting back panic, you head to the door on the other side of the room, which appears to be the only way out.<br><br> Through the door and to the left there is a precipitous drop. You peer down and see dark running water; you can vaguely make out a wide tunnel leading away from the bottom. To the right is a long corridor. A door stands shut at the other end. In front of you is a small hole in the wall, which you might be able to squeeze through.<br><br> <<click [[Climb down to the water (0:01)|Abduction Hospital Water]]>><<set $molestationstart to 1>><<pass1>><</click>><br> <<click [[Head down the corridor (0:01)|Abduction Hospital Corridor]]>><<pass1>><</click>><br> <<click [[Squeeze through the hole (0:01)|Abduction Hospital Hole]]>><<pass1>><</click>><br> :: Molestation Hospital [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhospital">> <<generate1>><<nurseinit>><<person1>>You feel a sharp pain in your arm. You open your eyes to see a <<person>> in a nurse outfit and medical mask injecting you with a mystery liquid. Almost immediately a daze descends on you. You find it hard to move, or even think. A perverse warmth starts rising within your belly.<br> <<endif>> <<effects>><<set $outside to 0>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Hospital Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Hospital Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Molestation Hospital]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Hospital Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Hospital Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Molestation Hospital]]>><</click>></span><<nexttext>> <<endif>> :: Hospital Bed [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $hunger to 0>><<set $thirst to 0>><<set $tiredness to 0>><<set $hygiene to 0>> <<set $stress to $stress - 2000>> <<if $hospitalintro is 0>><<set $hospitalintro to 1>> You awaken in a bed at the civic hospital. <<generate1>><<person1>> The nurse explains that you have suffered a severe stress response, but you are otherwise physically healthy. <<He>> asks you to wait a moment while <<he>> fetches the doctor.<br><br> <<endevent>> <<harper>><<person1>>You don't have to wait long. A <<if $pronoun is "m">>man<<else>>woman<</if>> wearing a white medical coat and carrying a clipboard enters. <br><br> <<He>> smiles at you. "Hello, I'm Doctor Harper." <<He>> takes a seat by your bedside and pulls <<his>> blond fringe away from <<his>> eyes. <<He>> looks young, can't be older than 25.<br><br> <<else>> You awaken in a bed at the civic hospital. <<harper>><<person1>>Doctor Harper enters at that moment, carrying <<his>> usual clipboard. <<He>> assures you that there is no immediate concern, but <<he>> would like to you examine you further.<br><br> <</if>> <<click [[Next|Hospital Bed Examination]]>><</click>><br><br> :: Hospital Ejaculation [nobr] <<effects>> <<He>> tenses, throws back <<his>> head and lets out a loud moan as <<he>> climaxes.<br><br> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> adjusts her uniform and leaves the room, but not before giving you one last smack to the face.<<violence3>><br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> adjusts <<his>> uniform and leaves the room.<br><br> <<else>> Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> adjusts <<his>> uniform and leaves the room.<<set $money to $money + 500>><br> You've gained £5.<br><br> <</if>> <<clotheson>> <<tearful>> you climb off the bed and stumble onto the ward.<br><br> <<endcombat>> [[Next->Paediatric ward]] :: Hospital Escape [nobr] <<effects>> <<He>> recoils in pain. <<tearful>> you seize the oppurtunity and dart out the room, taking refuge in a maintenance cupboard.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> [[Next|Hospital cupboard]] :: Hospital cupboard [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> This small maintenance cupboard contains a variety of cleaning implements and chemicals. You peek through the door. There's no one there.<br><br> <<if $stress gte 10000>><<passouthospital>> <<else>> <<click [[Leave the cupboard (0:01)->Paediatric ward]]>><<pass1>><<endclick>><br> <</if>> :: Paediatric ward [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You are in the paediatric ward of the hospital. Several nurses go about their business.<br><br> <<if $stress gte 10000>><<passouthospital>> <<else>> <<if $exposed gte 1>> You are hiding under a hospital bed, hoping no one spots you in this state of undress. You see a cart full of sheets not far away that you could use to cover yourself. You could wait until the coast looks clear then make a break for it. Alternatively, you could inch the bed closer to the cart to try to remain concealed from view.<br><br> <<click [[Make a break for it (0:05)|Hospital Exhibition]]>><<set $phase to 0>><<pass5>><</click>><br> <<click [[Slide the bed closer (0:10)|Hospital Exhibition]]>><<set $phase to 1>><<pass10>><</click>><br> <br> <<else>> <<click [[Leave the ward (0:01)->Hospital Foyer]]>><<pass1>><<endclick>><br> <<click [[Maintenance cupboard (0:01)|Hospital cupboard]]>><<pass1>><<endclick>><br> <</if>> <</if>> :: Passout hospital [nobr] You've pushed yourself too much.<br><br> <<passout>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>> <<if $bestialitydisable is "t">> <<click [[Wake up|Molestation Hospital]]>><<set $molestationstart to 1>><</click>> <<else>> <<if $rng gte 81>> <<click [[Wake up|Abduction Hospital]]>><</click>> <<else>> <<click [[Wake up|Molestation Hospital]]>><<set $molestationstart to 1>><</click>> <</if>> <</if>> <<else>> <<click [[Wake up|Hospital Bed]]>><</click>> <</if>> <<pass60>> <<set $trauma to $trauma +10>><<set $stress to $stress - 2000>> :: Widgets Passout Hospital [widget] <<widget "passouthospital">> [[Everything fades to black...->Passout hospital]] <<endwidget>> :: Hospital Bed Examination [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<unbind>> <<if $exposed gte 1>> <<if $playergender is "m">> <<if $yfrontno gte 1>> <<yfronts>> <<else>> <<set $yfrontsnew to 1>><<set $yfrontsno to 1>><<yfronts>> <</if>> <<if $tshirtno gte 1>> <<tshirt>> <<else>> <<set $tshirtnew to 1>><<set $tshirtno to 1>><<tshirt>> <</if>> <<if $shortsno gte 1>> <<shorts>> <<else>> <<set $shortsnew to 1>><<set $shortsno to 1>> <<shorts>> <</if>> <<else>> <<if $uppersundressno gte 1 and $lowersundressno gte 1>> <<uppersundress>><<lowersundress>> <<else>> <<uppersundress>><<lowersundress>><<upperruined>><<lowerruined>> <<set $uppersundressno to 1>> <<set $uppersundressnew to 1>> <<set $lowersundressno to 1>> <<set $lowersundressnew to 1>> <<uppersundress>> <<lowersundress>> <</if>> <<if $plainpantiesno gte 1>> <<plainpanties>> <<else>> <<set $plainpantiesno to 1>><<set $plainpantiesnew to 1>><<plainpanties>> <</if>> <</if>> <</if>> <<if $trauma lte ($traumamax / 10) * 2>> <<He>> gently interrogates you on a variety of subjects relating to your home life, how school is going and how your well-being has been faring. <<He>> informs you that everything is okay as far as <<he>> can tell, but you should be careful in the future.<br><br> A nurse helps you to your feet, and you soon find yourself being discharged.<br><br> <<elseif $trauma lte ($traumamax / 10) * 9>> <<He>> gently interrogates you on a variety of subjects relating to your home life, how school is going and how your well-being has been faring. After a short while, <<he>> summons a nurse and they have a brief conversation in the corner of the room. They talk quietly, and after a short while the nurse nods and leave the room.<br><br> <<if $psych is 0>> <span class="gold">The doctor tells you to visit <<him>> here at the hospital on <span class="gold">Fridays</span> for therapy.</span><br><br><<set $psych to 1>> A nurse helps you to your feet, and you soon find yourself being discharged.<br><br> <<else>> The doctor reminds you to visit <<him>> here at the hospital on <span class="gold">Fridays</span>.<br><br> A nurse helps you to your feet, and you soon find yourself being discharged.<br><br> <</if>> <<else>> <<He>> gently interrogates you on a variety of subjects relating to your home life, how school is going and how your well-being has been faring. A look of concern grows on <<his>> face, but you've no idea why. After a short while, <<he>> summons a nurse into the room and they talk quietly for a short time. The nurse keeps glancing at you, looking concerned.<br><br> <<if $psych is 0>> <span class="gold">The doctor tells you to visit <<him>> here at the hospital on <span class="gold">Fridays</span> for therapy.</span><br><br><<set $psych to 1>> A nurse helps you to your feet, and soon you find yourself being discharged.<br><br> <<else>> The doctor reminds you to visit <<him>> here at the hospital on <span class="gold">Fridays</span>.<br><br> A nurse helps you to your feet, and you soon find yourself being discharged.<br><br> <</if>> <</if>> <<if $daystate is "night">> It's dark out. Maybe you should wait until morning.<br><br> <<click [[Wait|Hospital Wait]]>><<pass10>><<endevent>><</click>><<ltiredness>><br> <<if $renttime lte 0>> <<click [[Leave now|Hospital Rent]]>><<pass10>><<endevent>><</click>><br> <<elseif $crime gte 1000>> <<click [[Leave now|Hospital Arrest]]>><<pass10>><<endevent>><</click>><br> <<elseif $baileyhospital lte 2>> <<click [[Leave now->Hospital Journey Home]]>><<pass10>><<endevent>><<endclick>><br> <<else>> <<click [[Leave now->Hospital front]]>><<pass10>><<endevent>><<endclick>><br> <</if>> <<else>> <<if $renttime lte 0>> <<click [[Next|Hospital Rent]]>><<pass10>><<endevent>><</click>><br> <<elseif $crime gte 1000>> <<click [[Next|Hospital Arrest]]>><<pass10>><<endevent>><</click>><br> <<elseif $baileyhospital lte 2>> <<click [[Next->Hospital Journey Home]]>><<pass10>><<endevent>><<endclick>><br> <<else>> <<click [[Next->Hospital front]]>><<pass10>><<endevent>><<endclick>><br> <</if>> <</if>> :: Doctor Harper's Office [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<harper>><<person1>> You knock on the door, and immediately hear Harper's voice on the other side. "Come in." You enter.<br><br> <<if $harperintro isnot 1>><<set $harperintro to 1>> <<He>> sits at <<his>> desk in front of a computer. <<He>> looks away from the screen, "It's good that you've come." <<He>> motions for you to take a seat, you do so. "Don't worry, we won't be doing anything too invasive today."<br><br><<set $pills to 1>> You wonder what <<he>> means by "invasive". <<He>> interrupts your musing. "<span class="gold">I'd like to prescribe some medication. I'll have it sent to your home</span>." <<He>> starts filling out a form, but doesn't stop speaking. "There's something else I'd like to try. Please, sit back and relax."<br><br> <<He>> puts down the paper and swivels to face you. <<His>> voice has taken on a soothing quality. "I want you to breathe deeply." <<He>> holds up <<his>> pen. "Focus on the pen. There's nothing in the universe except this pen, my voice, and your own breath."<br><br> This continues for several minutes. Harper somehow picks up on whenever your minds starts to wander, and brings you back to focus. You start to feel something shift in your consciousness, as if you're entering a trance.<br><br> <<click [[This feels nice|Doctor Harper's Office Trance]]>><<pass10>><<set $phase to 1>><<set $harperdom to $harperdom + 5>><<control 25>><<set $trance to 1>><<ltrauma60>><<lstress60>><</click>><<ggcontrol>><<ltrauma>><<lstress>><br> <<click [[Resist|Doctor Harper's Office Trance]]>><<pass10>><<gstress60>><<set $harperdom to $harperdom - 5>><</click>><<gstress>> <<elseif $rng gte 51>> "Please, sit down and relax." You do so, and <<he>> swivels to face you. <<His>> voice takes on a soothing quality. "I want you to breathe deeply." <<He>> holds up <<his>> pen. "Focus on the pen. There's nothing in the universe except this pen, my voice, and your own breath."<br><br> This continues for several minutes. Harper somehow picks up on whenever your minds starts to wander, and brings you back to focus. You start to feel something shift in your consciousness, as if you're entering a trance.<br><br> <<click [[This feels nice|Doctor Harper's Office Trance]]>><<pass10>><<control 25>><<set $trance to 1>><<set $phase to 1>><<set $harperdom to $harperdom + 5>><<ltrauma60>><<lstress60>><</click>><<ggcontrol>><<ltrauma>><<lstress>><br> <<click [[Resist|Doctor Harper's Office Trance]]>><<pass10>><<gstress60>><<set $harperdom to $harperdom - 5>><</click>><<gstress>> <<elseif $rng gte 1>> <<if $harperexam is 0>><<set $harperexam to 1>><<uppernaked>><<lowernaked>> <<if $undertype isnot "naked">> "Please strip down to your underwear and lie down on the bed." You hesitate. <<He>> notices your trepidation and smiles at you. "Don't worry, it's normal to be embarrassed, but there's really no reason to be." Despite your anxiety, you remove your clothes and lie on the bed. Harper rolls <<his>> chair over to your side. "I'm going to examine you, just relax." <<He>> smiles. "I promise I'll be gentle."<br><br> <<else>> "Please strip down to your underwear and lie down on the bed." You hesitate. <<He>> notices your trepidation and smiles at you. "Don't worry, it's normal to be embarrassed, but there's really no reason to be." You can't help but feel conscious of your lack of underwear.<br><br> Harper looks about to speak again when you blurt out. "I'm not wearing anything underneath this!"<br><br> <<He>> looks at you blankly for a moment, then laughs. "I didn't realise you were that sort of person." You shift uncomfortably. "It's okay though, you need to get used to your doctor seeing those parts of you anyway. Come on, don't be shy."<br><br> You remove your clothing with shaking fingers, then lie on the bed with your hands covering your <<genitalsstop>> Harper rolls <<his>> chair over to your side. "I'm going to examine you, just relax." <<He>> smiles. "I promise I'll be gentle."<br><br> <</if>> <<He>> rubs <<his>> fingers against your shoulders, slowly working <<his>> way down your chest. <<He>> gives your nipples extra attention for some reason. It's hard not to squirm at the sensation.<br><br> <<He>> continues further down your body, inching closer to <<if $undertype isnot "naked">>your $underclothes.<<else>>where your hands protect your <<genitalsstop>> <<He>> looks at you and asks. "Could you move your hands for me? It's important I check beneath them." You move your hands aside, exposing yourself. You stare at the ceiling and try to stay calm.<</if>><br><br> <<click [[Next|Doctor Harper's Office Exam]]>><<set $phase to 1>><</click>><br> <<elseif $harperexam is 1>><<set $harperexam to 2>><<uppernaked>><<lowernaked>> "I need to be more thorough this time. Please remove your clothing and lie down on the bed." You hesitate. All your clothing? <<He>> notices your trepidation and smiles at you. "Don't worry, it's normal to be embarrassed, but there's really no reason to be." <br><br> You remove your clothing with shaking fingers, then lie on the bed with your hands covering your <<genitalsstop>> Harper rolls <<his>> chair over to your side. "I'm going to examine you, just relax." <<He>> smiles. "I promise I'll be gentle."<br><br> <<He>> rubs <<his>> fingers against your shoulders, slowly working <<his>> way down your chest. <<He>> gives your nipples extra attention for some reason. It's hard not to squirm at the sensation.<br><br> <<He>> continues further down your body, inching closer to where your hands protect your <<genitalsstop>> <<He>> looks at you and asks. "Could you move your hands for me? It's important I check beneath them." You move your hands aside, exposing yourself. You stare at the ceiling and try to stay calm.<br><br> <<click [[Next|Doctor Harper's Office Exam]]>><<set $phase to 1>><</click>><br> <<elseif $harperexam is 2>><<uppernaked>><<lowernaked>><<undernaked>> <<generate2>>You and the doctor aren't alone. A young <<person2>><<person>> sits in the corner of the room, looking slightly nervous. Harper introduces <<himstop>> "This is a med student, <<he>> will be helping me today."<br><br> Harper doesn't wait for a response. "Please remove your clothing and lie down on the bed." You feel embarrassed to be undressing in front of two people, but you assure yourself that it's fine. This is a medical checkup after all.<br><br> <<person1>>You remove your clothing with shaking fingers, then lie on the bed with your hands covering your <<genitalsstop>> Harper rolls <<his>> chair over to your side. "I'm going to examine you, just relax." <<He>> smiles. "I promise I'll be gentle." You can feel the <<person2>><<person>> staring at your exposed skin.<br><br> <<person1>>Harper commences <<his>> usual probing. As <<he>> reaches your pelvis, <<he>> asks "Could you move your hands for me?" You move your hands aside, exposing yourself. You stare at the ceiling and try to stay calm.<br><br> <<click [[Next|Doctor Harper's Office Exam]]>><<set $phase to 2>><</click>><br> <</if>> <</if>> :: Doctor Harper's Office Trance [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> You shake yourself free of the effect. Harper doesn't change the tone of <<his>> voice. "That's enough for today. Remember, don't be afraid to relax." <<He>> holds open the door for you. "Same time next week. Be well."<br><br> <<click [[Next|Hospital Foyer]]>><<endevent>><</click>> <<elseif $phase is 1>> <<if $hypnosis is 0>><<set $hypnosis to 1>> You slip deeper into the trance. <span class="green">You don't remember ever feeling so tranquil.</span> You hear Harper's voice drifting toward you. "That's very good. Now, the next time you feel overwhelmed by it all, I want you to remember this feeling, and..." <<He>> gives you instructions. "...you won't remember this. "When I drop this pen, you will awaken."<br><br> The pen clatters to the floor. You blink. You're back in reality, but feeling better than you were before you entered the office. You recall Harper talking to you while you were entranced, but can't recall what was said.<br><br> <<He>> smiles at you. "Today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well."<br><br> <<click [[Next|Hospital Foyer]]>><<endevent>><</click>> <<elseif $hypnosis is 1>> You slip deeper into the trance. <span class="green">You return the familar state of tranquility.</span> You hear Harper's voice drifting toward you. "That's very good." <<He>> rummages through the drawer on <<his>> desk and produces a camera. "Now, take off your clothes."<br><br> <<click [[Take off your clothes|Doctor Harper's Office Camera]]>><<pass20>><<set $harperdom to $harperdom + 5>><<set $hypnosis to 2>><<set $phase to 1>><<uppernaked>><<lowernaked>><<undernaked>><</click>><br> <<click [[Refuse|Doctor Harper's Office Camera]]>><<set $harperdom to $harperdom - 5>><<set $phase to 0>><<gstress60>><</click>><<gstress>><br> <<elseif $hypnosis is 2>> <span class="green">You slip deeper into the trance and return to the familar state of tranquility.</span> You hear Harper's voice drifting toward you. "That's very good." <<He>> walks briskly over to the window. <<He>> opens it, and a <<generate2>><<person2>><<person>> climbs through, carrying a large camera and tripod.<br><br> While <<he>> sets it up, <<person1>>Harper turns to you and softly speaks. "Take off your clothes."<br><br> <<click [[Take off your clothes|Doctor Harper's Office Camera2]]>><<pass20>><<set $harperdom to $harperdom + 5>><<set $hypnosis to 3>><<set $phase to 1>><<uppernaked>><<lowernaked>><<undernaked>><</click>><br> <<click [[Refuse|Doctor Harper's Office Camera2]]>><<set $harperdom to $harperdom - 5>><<gstress60>><<set $phase to 0>><</click>><<gstress>><br> <<elseif $hypnosis gte 3>> <span class="green">You slip deeper into the trance and return to the familar state of tranquility.</span> You hear Harper's voice drifting toward you. "That's very good. <<He>> walks briskly over to the window. <<He>> opens it, and a <<generate2>><<person2>><<person>> climbs through, carrying a large camera and tripod. <<generate3>><<generate4>><<generate5>><<generate6>><<He>> is closely followed by four others, a <<person3>><<person>>, a <<person4>><<person>>, a <<person5>><<person>> and a <<person6>><<personstop>><br><br> <<person2>>While the <<person>> sets up the camera, the other four start handing Harper money.<<person1>> <<He>> counts it, then hides it away in <<his>> drawer before turning to face you. "Take off your clothes," <<he>> says softly.<br><br> <<click [[Take off your clothes|Doctor Harper's Office Camera3]]>><<pass20>><<set $harperdom to $harperdom + 5>><<set $phase to 1>><<uppernaked>><<lowernaked>><<undernaked>><</click>><br> <<click [[Refuse|Doctor Harper's Office Camera3]]>><<set $harperdom to $harperdom - 5>><<gstress60>><<set $phase to 0>><</click>><<gstress>><br> <</if>> <</if>> :: Doctor Harper's Office Camera [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> You shake yourself free of the effect. Harper quickly hides the camera behind <<his>> back. "That's enough for today. Remember, don't be afraid to relax." <<He>> holds open the door for you. "Same time next week. Be well."<br><br> <<click [[Next|Hospital Foyer]]>><<endevent>><</click>> <<elseif $phase is 1>> You remove your clothing, the flicker of resistance unable to break through the haze. "Very good." Harper says. The softness in <<his>> voice is still present, but there is now also a district quavering. "Just keep focusing on your breath." <<He>> starts circling you with the camera, which produces a clicking sound whenever <<he>> momentarily stops.<<fameexhibitionism10>><br><br> This continues for several minutes. <<He>> places the camera back in the drawer. "Put your clothes back on," <<he>> says, as <<he>> sits back down and sighs. You dress yourself with robotic motions while Harper watches. After, <<he>> drops <<his>> pen on the ground and brings you back to reality.<br><br> <<He>> smiles at you, <<his>> face blushing. "Today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well."<br><br> <<click [[Next|Hospital Foyer]]>><<clotheson>><<endevent>><</click>> <</if>> :: Doctor Harper's Office Camera2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> You shake yourself free of the effect. The <<person2>><<person>> doesn't notice, but Harper jumps to action.<<person1>> <<He>> addresses the <<person2>><<personstop>><<person1>> "Now's not the time for maintenance! Can't you see I have a patient?"<br><br> <<person2>>The <<person>> looks at Harper blankly for a moment, before realisation dawns on <<his>> face. <<He>> grabs the tripod and leaves via the window. <<person1>>Harper turns to you. "I don't know why <<he>> didn't just use the door. Nevermind, that's enough for today. Remember, don't be afraid to relax." <<He>> holds open the door for you. "Same time next week. Be well."<br><br> <<click [[Next|Hospital Foyer]]>><<endevent>><</click>> <<elseif $phase is 1>> You take off your clothes. As you do so, a green light winks into existance on the front of the camera. Once completely nude, Harper speaks. "Very good. Next, I want you to twirl on the spot..."<br><br> For the next several minutes you obey Harper's instructions. You turn, bend over, and strike numerous poses for the lens of the camera, leaving no inch of your skin unexplored.<<fameexhibitionism50>><br><br> <<person2>>The <<person>> exchanges a look with Harper, then the green light flickers out. <<He>> begins dismantling the apparatus while Harper <<person1>>retrieves <<his>> own camera and starts snapping pictures.<br><br> <<person2>>When done, the <<person>> leaves via the window. <<person1>>Harper puts away <<his>> camera and turns back to you. "Put on your clothes." You dress yourself with robotic motions while Harper watches. When you are finished, <<he>> drops <<his>> pen on the ground and brings you back to reality.<br><br> <<He>> smiles at you, <<his>> face blushing. "Today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well."<br><br> <<click [[Next|Hospital Foyer]]>><<clotheson>><<endevent>><</click>> <</if>> :: Doctor Harper's Office Camera3 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> You shake yourself free of the effect. The atmosphere of the room becomes tense and awkward.<<person1>> Harper speaks, sounding exasperated. "Thank you for letting these students observe the examination. That'll be all for today. Same time next week." <<He>> hurries you from the room and prompty closes the door behind you.<br><br> <<click [[Next|Hospital Foyer]]>><<endevent>><</click>> <<elseif $phase is 1>> <<if $hypnosis is 3>><<set $hypnosis to 4>> You take off your clothes. As you do so, a green light winks into existance on the front of the camera. Once completely nude, Harper speaks. "Very good. Next, I want you to twirl on the spot..."<br><br> For the next several minutes you obey Harper's instructions. You turn, bend over, and strike numerous poses for the lens of the camera, leaving no inch of your skin unexplored. The audience watches intently, looking increasingly flustered. The <<person3>><<person>> gets <<his>> phone out and starts filming.<<fameexhibitionism50>><br><br> <<person2>>The <<person>> exchanges a look with Harper, then the green light flickers out. <<He>> begins dismantling the apparatus while Harper <<person1>>retrieves <<his>> own camera and starts snapping pictures.<br><br> When done, the group leaves via the window. <<person1>>Harper puts away <<his>> camera and turns back to you. "Put on your clothes." You dress yourself with robotic motions while Harper watches. When you are finished, <<he>> drops <<his>> pen on the ground and brings you back to reality.<br><br> <<He>> smiles at you, <<his>> face blushing. "Today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well."<br><br> <<click [[Next|Hospital Foyer]]>><<clotheson>><<endevent>><</click>> <<elseif $hypnosis is 4>> You take off your clothes. As you do so, a green light winks into existance on the front of the camera. Once completely nude, Harper speaks. "Very good. Next, I want you to twirl on the spot..."<br><br> For the next several minutes you obey Harper's instructions. You turn, bend over, and strike numerous poses for the lens of the camera, leaving no inch of your skin unexplored. The audience watches intently, looking increasingly flustered. The <<person3>><<person>> gets <<his>> phone out and starts filming.<<fameexhibitionism50>><br><br> <<person2>>The <<person>> exchanges a look with Harper, then the green light flickers out. <<He>> begins dismantling the apparatus while Harper <<person1>>retrieves <<his>> own camera and starts snapping pictures.<br><br> You hear the <<person3>><<person>> say something, but you can't make it out. <<person1>>Everyone looks at Harper expectantly. <<He>> pauses for a moment, then nods. Immediately, a salacious feeling fills the room, and the audience move closer.<br><br> <<click [[Next|Doctor Harper's Office Camera Molestation]]>><<set $molestationstart to 1>><</click>> <</if>> <</if>> :: Doctor Harper's Office Camera Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcstrip>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $orgasmdown gte 1>> <span id="next"><<click [[Next|Doctor Harper's Office Camera Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Doctor Harper's Office Camera Molestation]]>><</click>></span><<nexttext>> <</if>> :: Doctor Harper's Office Camera Molestation Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> Harper announces. "That's enough. We can't overdo it. Everyone back off." The audience does so, albeit reluctantly. They watch you spasm on the floor, until your orgasm recedes completely. The group soon leaves via the window. <<person1>> Harper closes it then turns to face you. "Put on your clothes." You dress yourself with robotic motions while Harper watches. When you are finished, <<he>> drops <<his>> pen on the ground and brings you back to reality.<br><br> <<clotheson>> <<He>> smiles at you, <<his>> face blushing. "Today was a success. Well done." <<He>> holds open the door for you. "Same time next week. Be well." You feel strangely drained.<br><br> <<endcombat>> <<click [[Next|Hospital Foyer]]>><<clotheson>><</click>> :: Doctor Harper's Office Exam [nobr] <<if $phase is 1>> <<He>> gently probes your <<genitals>> with <<his>> fingers. Almost as soon as <<he>> touches you, you feel a distinct warmth spread through your groin. You try to resist, but you don't have any control over it. <<if $penisexist is 1>>Your penis soon stands conspicuously erect. Harper continues as if nothing is amiss.<<else>>You can feel the fluid leaking from your slit. Harper lifts <<his>> hand up to <<his>> eyes, and you see the liquid drip from <<his>> fingers.<</if>><br><br> "There's no need to be ashamed. This is a perfectly natural and normal response," <<he>> says in a dry tone. <<He>> continues <<his>> systematic investigation of your <<genitalsstop>><<set $arousal to $arousal + 2000>><br><br> <<if $arousal gte 10000>><<set $arousal to $arousal - 8000>><<set $stress to $stress - 200>> The warmth within you continues to build, but Harper shows no sign of letting up. You feel yourself pass the point of no return, and you whimper softly. "Please, no." Harper is looking at you puzzled when it hits you. The orgasm emerges and your back immediately archs. Uncontrollable moans escape your lips and you grip the side of the bed to stop your arms flailing.<<orgasmstat>><<set $orgasmcount to $orgasmcount + 1>><br><br> <<if $penisexist is 1 and $orgasmcount lte 23 and $devstate is 1>> <<if $undertype is "naked">> Semen spurts from the tip of your penis, rising into the air and splattering all over your thighs and torso. <<else>> You ejaculate, generating a large wet patch and filling the inside of your $underclothes with your fluids. <</if>> <</if>> Despite it all, Harper continues as if absolutely nothing is amiss. You lie there, spent and humiliated, as <<he>> finishes <<his>> examination. Finally, <<he>> grabs some paper towels and starts cleaning up your fluids. You pretend to be elsewhere.<br><br> <</if>> "There we go, all done." <<He>> pushes <<his>> chair back over to <<his>> desk and starts typing something. "You can put your clothes back on." You do so without delay. "You seem to be perfectly healthy." <<He>> shows you to the door as soon as you're dressed. "Same time next week. Be well."<br><br> <<click [[Next|Hospital Foyer]]>><<clotheson>><<endevent>><</click>> <<elseif $phase is 2>> <<person1>><<He>> gently probes your <<genitals>> with <<his>> fingers. Almost as soon as <<he>> touches you, you feel a distinct warmth spread through your groin. You try to resist, but you don't have any control over it. <<if $penisexist is 1>>Your penis soon stands conspicuously erect. Harper continues as if nothing is amiss.<<else>>You can feel the fluid leaking from your slit. Harper lifts <<his>> hand up to <<his>> eyes, and you see the liquid drip from <<his>> fingers.<</if>><br><br> "There's no need to be ashamed. This is a perfectly natural and normal response," <<he>> says in a dry tone. "Student, come give me a hand." <<person2>>The <<person>> arrives at your side, looking nervous but eager.<<person1>> Together, they continue the systematic investigation of your <<genitalsstop>><<set $arousal to $arousal + 2000>><br><br> <<if $arousal gte 10000>><<set $arousal to $arousal - 8000>><<set $stress to $stress - 200>> The warmth within you continues to build, but Harper and the <<person2>><<person>><<person1>> show no sign of letting up. You feel yourself pass the point of no return, and you whimper softly. "Please, no." Harper is looking at you puzzled when it hits you. The orgasm emerges and your back immediately archs. Uncontrollable moans escape your lips and you grip the side of the bed to stop your arms flailing. The <<person2>><<person>> gasps.<<person1>><<orgasmstat>><<set $orgasmcount to $orgasmcount + 1>><br><br> <<if $penisexist is 1 and $orgasmcount lte 23 and $devstate is 1>> <<if $undertype is "naked">> Semen spurts from the tip of your penis, rising into the air and splattering all over your thighs and torso. <<else>> You ejaculate, generating a large wet patch and filling the inside of your $underclothes with your fluids. <</if>> <</if>> Despite it all, Harper continues as if absolutely nothing is amiss. You lie there, spent and humiliated, as <<he>> finishes <<his>> examination. Finally, <<he>> grabs some paper towels and starts cleaning up your fluids. You pretend to be elsewhere.<br><br> <</if>> "There we go, all done." <<He>> pushes <<his>> chair back over to <<his>> desk and starts typing something. "You can put your clothes back on." You do so without delay. "You seem to be perfectly healthy." <<He>> shows you to the door as soon as you're dressed. "Same time next week. Be well."<br><br> <<click [[Next|Hospital Foyer]]>><<clotheson>><<endevent>><</click>> <</if>> :: Hospital Exhibition [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> <<set $danger to random(1, 10000)>> You wait for the number of people in the vicinity to drop. You soon find yourself almost alone. There are still people at the far end of the hall, but they are facing away from you. You won't get a better chance than this. Steeling yourself, you emerge from beneath the bed and run toward the towels.<br><br> <<if $danger gte (9900 - ($allure))>> You've barely left the safety of the bed when doors on both sides of the hall open simultaneously. In an instant, the vacant room becomes packed with bodies. They immediately see you, and react in a diverse manner. Some look offended while others laugh, still others stare at you with depravity in their eyes. There's noowhere to hide; you can do nothing but crouch to preserve what little dignity you can. Not seeing any other option, you continue the original plan. You manage to cover yourself before people start filming the event with their phones. Blushing and light-headed, you flee the scene.<<garousal>><<garousal60>><<gtrauma>><<gtrauma60>><<gstress>><<gstress60>><br><br> <<click [[Next|Hospital Foyer]]>><<endevent>><<towelup>><</click>><br> <<else>> You make it the cart without incident. Crouching beside it, you help yourself the towels, eyes affixed on a nearby door. You still feel exposed, but at least now you're covered. You should find something more suitable as soon as you can, before you attract unwanted attention.<br><br> <<click [[Next|Hospital Foyer]]>><<endevent>><<towelup>><</click>><br> <</if>> <<elseif $phase is 1>> <<set $danger to random(1, 10000)>> You slowly inch the bed forward. Slow enough, you hope, that no one will even notice. Peeking from beneath the bed, you see the towels drawing closer.<br><br> <<if $danger gte (9900 - ($allure / 3))>> You're almost there when the bed lurches into movement. You cling to the underside as you are pushed further and further away from the towels, through a set of doors, then another, and then down a ramp.<br><br> You hear a metallic creaking, then you and the bed are shoved down a steep ramp. A short distance later you plunge into rushing water.<br><br> <<click [[Next|Drain Water]]>><<endevent>><<set $bus to "commercialdrain">><</click>> <<else>> When you are within arm's reach, you stretch out and manage to acquire a handful of towels. You awkwardly cover yourself while remaining under the bed. You still feel exposed, but at least now you're covered. You should find something more suitable as soon as you can, before you attract unwanted attention.<br><br> <<click [[Next|Hospital Foyer]]>><<endevent>><<towelup>><</click>><br> <</if>> <</if>> :: Abduction Hospital Water [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast2init>><<set $water to 1>><<set $beasttype to "wolf">> As you reach the water you hear a sharp buzz and the sound of grinding metal. The water looks foreboding but there's no going back now. You ease yourself into the water and start swimming towards the exit. You spare a glance at the top of the hole. A group of wolves stand at the top, glaring down at you. Two prove more daring than the rest, and jump in after you.<br><br> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Abduction Hospital Water Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Abduction Hospital Water Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Abduction Hospital Corridor [nobr] <<effects>><<set $lock to random(0, 1000)>> You run down the corridor. As you reach the door you hear a sharp buzz and the sound of grinding metal. <<if $rng gte 81>> You pull on the handle, and the door aches open. You dash through and shut it behind you, seeing a number of wolves bounding down the corridor as you do.<br><br> <<nightingaleeventend>> <<else>> <<if $lockskill gte $lock>> You pull on the handle, but the door won't budge. There's a padlock keeping it sealed. You spare a glance behind you, and see a number of wolves racing towards you. You try to pick the lock, <span class="green">and succeed!</span> You dash through and shut the door behind you.<br><br> <<nightingaleeventend>> <<else>> You pull on the handle, but the door won't budge. There's a padlock keeping it sealed. You spare a glance behind you, and see a number of wolves racing towards you. You try to pick the lock, <span class="red">but fail.</span> The wolves are upon you.<br><br> <<click [[Next|Abduction Hospital Corridor Wolves]]>><<set $molestationstart to 1>><</click>> <</if>> <</if>> :: Abduction Hospital Hole [nobr] <<effects>> <<if $devstate is 0>> Dropping to your hands and knees, you squeeze through the gap. It's a tight fit. <<set $stripintegrity to 10>><<set $stripobject to "steel wire">><<stripobject>> You see light penetrating the ceiling up ahead. After a short journey, you find a manhole leading outside.<br><br> <<commercialquick>> <<else>> Dropping to your hands and knees, you squeeze through the gap. It goes well at first, you manage to get your stomach through before becoming stuck. You hear a sharp buzz and the sound of grinding metal as you try to pull out, but you're stuck tight. Something pokes your rear!<br><br> <<click [[Next|Abduction Hospital Hole Wolves]]>><<set $molestationstart to 1>><</click>> <</if>> :: Abduction Hospital Water Finish [nobr] <<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $beastno gte 3>> The $beasttype recoils in pain and fear, but another is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Abduction Hospital Water]] <<elseif $beastno is 2>> The $beasttype recoils in pain and fear, but the other is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Abduction Hospital Water]] <<elseif $beastno is 1>> The $beasttype recoils in pain and fear.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Abduction Hospital Water Finish]]>><<set $finish to 1>><</click>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $beastno gte 3>> Satisfied, the $beasttype moves and another takes its turn.<<set $beastno to $beastno - 1>><br><br> [[Next|Abduction Hospital Water]] <<elseif $beastno is 2>> Satisfied, the $beasttype moves and the other takes its turn.<<set $beastno to $beastno - 1>><br><br> [[Next|Abduction Hospital Water]] <<elseif $beastno is 1>> Satisfied, the $beasttype moves away from you.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Abduction Hospital Water Finish]]>><<set $finish to 1>><</click>> <</if>> <<elseif $finish is 1>> The wolves disappear beneath the surface, headed somewhere unknown.<br><br> <<clotheson>> <<endcombat>> <<tearful>> you swim down the tunnel, helped along by the flow of water. The tunnel dips and you rush downward, exiting into a storm drain.<<set $stress -= 1000>> <br><br> <<click [[Next|Drain Water]]>><<set $bus to "commercialdrain">><</click>> <</if>> :: Abduction Hospital Corridor Wolves [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast6init>><<set $beasttype to "wolf">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Abduction Hospital Corridor Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Abduction Hospital Corridor Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Abduction Hospital Corridor Finish [nobr] <<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $beastno gte 3>> The $beasttype recoils in pain and fear, but another is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Abduction Hospital Corridor Wolves]] <<elseif $beastno is 2>> The $beasttype recoils in pain and fear, but the last is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Abduction Hospital Corridor Wolves]] <<elseif $beastno is 1>> The $beasttype recoils in pain and fear.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Abduction Hospital Corridor Finish]]>><<set $finish to 1>><</click>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $beastno gte 3>> Satisfied, the $beasttype moves and another takes its turn.<<set $beastno to $beastno - 1>><br><br> [[Next|Abduction Hospital Corridor Wolves]] <<elseif $beastno is 2>> Satisfied, the $beasttype moves and the last takes its turn.<<set $beastno to $beastno - 1>><br><br> [[Next|Abduction Hospital Corridor Wolves]] <<elseif $beastno is 1>> Satisfied, the $beasttype moves away from you.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Abduction Hospital Corridor Finish]]>><<set $finish to 1>><</click>> <</if>> <<elseif $finish is 1>> <<if $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the wolves flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The wolves leave you spent and shivering on the metallic floor. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The wolves leave you spent and shivering on the metallic floor. <</if>><br><br> <<clotheson>> <<endcombat>> <<passouthospital>> <</if>> :: Abduction Hospital Hole Wolves [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast6init>><<set $beasttype to "creature">> <<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Abduction Hospital Hole Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Abduction Hospital Hole Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Abduction Hospital Hole Finish [nobr] <<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $beastno gte 3>> You keep the $beasttype at bay with your feet, but another is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Abduction Hospital Hole Wolves]] <<elseif $beastno is 2>> You keep the $beasttype at bay with your feet, but the last is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Abduction Hospital Hole Wolves]] <<elseif $beastno is 1>> You keep the $beasttype at bay with your feet, it recoils in pain and fear.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Abduction Hospital Hole Finish]]>><<set $finish to 1>><</click>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $beastno gte 3>> Satisfied, the $beasttype moves and another takes its turn with your helpless rear.<<set $beastno to $beastno - 1>><br><br> [[Next|Abduction Hospital Hole Wolves]] <<elseif $beastno is 2>> Satisfied, the $beasttype moves and the last takes its turn with your helpless rear.<<set $beastno to $beastno - 1>><br><br> [[Next|Abduction Hospital Hole Wolves]] <<elseif $beastno is 1>> Satisfied, the $beasttype moves away from you.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Abduction Hospital Hole Finish]]>><<set $finish to 1>><</click>> <</if>> <<elseif $finish is 1>> <<if $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the wolves flee. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The wolves leave you spent and shivering in the wall. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The wolves leave you spent and shivering in the wall. <</if>><br><br> <<set $position to 0>> <<clotheson>> <<endcombat>> <<passouthospital>> <</if>> :: Hospital Parasite [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<generate1>><<person1>> The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room.<br><br><<endevent>> <<if $hospitalintro is 0>><<set $hospitalintro to 1>> <<harper>><<person1>>You don't have to wait long. A <<if $pronoun is "m">>man<<else>>woman<</if>> wearing a white medical coat and carrying a clipboard emerges from an adjacent room and beckons you over.<br><br> <<He>> smiles at you. "Hello, I'm Doctor Harper." You enter <<his>> office and take a seat. <<He>> looks young, can't be older than 25.<br><br> <<else>> <<harper>><<person1>>You don't have to wait long. Doctor Harper emerges from <<his>> office and beckons you over. You enter <<his>> office and take a seat.<br><br> <</if>> "So you have a parasite problem," <<he>> says. "It's probably nothing to worry about, so don't be nervous. Can you explain the symptoms?" Though embarrassed, you manage to stammer a description of your issue.<br><br> <<if $clitparasite is 0 and $penisparasite is 0 and $chestparasite is 0>> <<He>> listens intently, nodding along as if there's nothing strange about anything you're saying. When you're finished, <<he>> smiles. "As I thought, there's no danger. All you need to do is remove your chastity belt and the parasites should easily fall out." <<He>> starts tapping into <<his>> keyboard. "Do you have any further concerns?" You shake your head, wondering if removing the belt will be an ordeal in of itself.<br><br> <<He>> rises and holds open the door for you. You leave the office.<br><br> <<click [[Next|Hospital Foyer]]>><<endevent>><</click>> <<else>> <<He>> listens intently, nodding along as if there's nothing strange about anything you're saying. When you are finished <<he>> silently turns to <<his>> computer and starts reading something. "Okay," <<he>> says. "This is a rare but relatively benign condition. We should be able to cure you right now." You breathe a sigh of relief. "I'll just be a moment." <<He>> turns back to <<his>> computer.<br><br> A minute later <<he>> turns back to you. "We can apply a special form of electrolysis to your unclothed body, at a wavelength that disables this type of parasite. It's completely harmless to people, but you might feel a tingle."<br><br> "The procedure will cost you £250." <<He>> pauses before continuing. "As this is a rare illness however, some of my collegues would like to observe your treatment. If you agree to be observed, you won't be charged." You suddenly don't feel so relieved. "They'll all be medical professionals, so there's no reason to be embarrassed."<br><br> <<if $exhibitionism gte 55>> You try to tell yourself that you don't want to be seen naked by any more people than is necessary, but you can't hide from the lewd feelings stirring at the thought.<br><br> <<else>> You don't like the idea of being seen naked by any more people than is necessary, but the alternative is so expensive.<br><br> <</if>> <<click [[Free procedure (0:20)|Hospital Parasite Public]]>><<pass10>><</click>><br> <<if $money gte 25000>> <<click [[Paid Procedure (£250 0:10)|Hospital Parasite Private]]>><<set $money -= 25000>><</click>><br> <</if>> <<click [[Leave without treatment|Hospital Foyer]]>><<endevent>><</click>><br> <</if>> :: Hospital Parasite Public [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<uppernaked>> <<lowernaked>> <<undernaked>> Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room. You remove your clothing and stand waiting, feeling more than a little exposed. <<if $undertype is "chastity">>You can't remove your chastity belt, you hope it won't be a problem. <</if>><<He>> soon returns, carrying a medical gown.<br><br> "Wear this." <<He>> instructs. You quickly put the gown on. "Right, if you'd like to come with me, it's just a short walk away." <br><br> <<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> <<He>> leads you to another part of the hospital. Your breath catches when you enter the auditorium. Seats rise up in a circle around a central platform. The audience is far larger than you expected, and people are still entering. There must be room for nearly a hundred people. Harper smiles at you reassuringly. "Don't be nervous, we'll be done before you know it!"<br><br> When the seats are full the lights in the audience dim, and Harper softly speaks. "If you would disrobe and lie on the table, please." You feel hairs stand on end as your gown falls to the floor, unveiling you for the whole audience to see. You lie on the table as instructed, and shortly after Harper produces straps from the underside of the bed, swiftly subduing your limbs. <<He>> sticks small pads to various parts of your body. <<He>> takes a seat and turns to a small machine covered in switches and dials.<br><br> Once satisfied, <<he>> turns to you. "We're all ready to start, just relax." <<He>> turns back to the device in front of <<himstop>> Without further warning, an electric pulse jolts through you.<br><br> <<click [[Next|Hospital Parasite Public2]]>><</click>><br> :: Hospital Parasite Private [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<uppernaked>> <<lowernaked>> <<undernaked>> Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room. You remove your clothing and stand waiting, feeling more than a little exposed. <<if $undertype is "chastity">>You can't remove your chastity belt, you hope it won't be a problem. <</if>><<He>> soon returns, carrying a box of equipment.<br><br> "Lie down." <<He>> instructs. You do so, and shortly after <<he>> produces straps from the underside of the bed, swiftly subduing your limbs. <<He>> reaches into the box and lifts a number of small wired pads which <<he>> sticks to various parts of your body. <<He>> reaches in again and retrieves the machine that the wires attach to. Placing it on <<his>> desk and attaching the headphones to <<his>> ears, <<he>> starts turning various dials.<br><br> Once satisfied, <<he>> turns to you. "We're all ready to start, just relax." <<He>> turns back to the device in front of <<himstop>> Without further warning, an electric pulse jolts through you.<br><br> <<click [[Next|Hospital Parasite Private2]]>><</click>><br> :: Hospital Parasite Private2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $arousal += 4000>> <<if $arousal gte 10000>><<orgasmpassage>><<hospitalparasite>><</if>> The pulses increase in intensity, it's certainly not the "tingle" that was advertised. Your <<genitals>> is particularly wracked by the treatment, responding even more violently than the rest of your body.<br><br> <<set $arousal += 4000>> <<if $arousal gte 10000>><<orgasmpassage>><<hospitalparasite>><</if>> <<if $clitparasite is 1>> Finally, the creature clinging to your clitoris begins to respond. It massages you with increasing fervor, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <<elseif $penisparasite is 1>> Finally, the creature clinging to your penis begins to respond. It massages you with increasing fervor, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <<elseif $chestparasite is 1>> Finally, the creatures clinging to your nipples begin to respond. They massage you with increasing fervor, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container. <</if>><br><br> <<set $arousal += 4000>> <<if $arousal gte 10000>><<orgasmpassage>><<hospitalparasite>><</if>> <<person1>><<He>> switches off the machine and the pulses immediately stop, leaving a mild tingling in their place. <<He>> removes the pads from your body and undoes the straps. "All done!" <<He>> smiles. "You can get dressed."<br><br> <<pass10>> <<He>> holds the door open for you on your way out. "Be well."<br><br> <<endevent>> <<clotheson>> <<set $clitparasite to 0>> <<set $penisparasite to 0>> <<set $chestparasite to 0>> <<click [[Next|Hospital Foyer]]>><</click>><br><br> :: Widgets Hospital Parasite [widget] <<widget "hospitalparasite">><<nobr>> <<if $orgasmdown gte 1>><<set $orgasmdown to 0>> <<if $orgasmcurrent lte 0>> <<elseif $orgasmcurrent lte 1>> You spasm against the bindings, which hold firm. Harper doesn't even blink at your response. <<if $enemyno gte 2>> <<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>> <<person2>>The audience does however. You hear gasping and nervous laughter. Their eyes are drawn to your semen, propelled further from your body than usual by the electrolysis. A <<person>> in the front row visibly blushes, but can't look away. <<else>> The audience does however. Some gasp and you hear subdued laughter. <</if>> <<else>> <<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>> <<else>> <</if>> <</if>> <<elseif $orgasmcurrent is 2>> You spasm again against the bindings. Harper still doesn't acknowledge you. <<if $enemyno gte 2>> <<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>> <<person2>>The audience gasps again, this time the laughter is more discernible. Your semen flies even further, the <<person>> gets some in <<his>> hair, but is so enraptured that <<he>> doesn't notice. Fortunately, all the electric pulses tormenting you give you no chance to fully experience the humiliation of the situation. <<else>> The audience gasps again, this time the laughter is more discernible. Fortunately, the relentless electric pulses give you no chance to fully experience the humiliation of the situation. <</if>> <<else>> <<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>> <<else>> <</if>> <</if>> <<else>> <</if>><br><br> <</if>> <</nobr>><</widget>> :: Hospital Parasite Public2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<fameexhibitionism100>> <<set $arousal += 4000>> <<if $arousal gte 10000>><<orgasmpassage>><<hospitalparasite>><</if>> The pulses increase in intensity, it's certainly not the "tingle" that was advertised. Your <<genitals>> is particularly wracked by the treatment, responding even more violently than the rest of your body.<br><br> <<set $arousal += 4000>> <<if $arousal gte 10000>><<orgasmpassage>><<hospitalparasite>><</if>> <<if $clitparasite is 1>> Finally, the creature clinging to your clitoris begins to respond. It massages you with increasing fervor, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <<elseif $penisparasite is 1>> Finally, the creature clinging to your penis begins to respond. It massages you with increasing fervor, before releasing its hold and dropping off. Harper wastes no time in picking it up with a gloved hand and placing it in a tiny container. <<elseif $chestparasite is 1>> Finally, the creatures clinging to your nipples begin to respond. They massage you with increasing fervor, before releasing their hold and dropping off. Harper wastes no time in picking them up with a gloved hand and placing them in a tiny container. <</if>><br><br> <<set $arousal += 4000>> <<if $arousal gte 10000>><<orgasmpassage>><<hospitalparasite>><</if>> <<if $rng gte 11>> <<person1>>Harper switches off the machine and the pulses immediately stop, leaving a mild tingling in their place. <<He>> removes the pads from your body and undoes the straps. "All done!" <<He>> smiles. "You can get dressed."<br><br> You slip the gown back on as the audience murmur among themselves. You worry that your weakened legs won't be able to hold you, but you managed to make it back to Harper's office, where you find your clothes waiting. <<pass10>> <<He>> holds the door open for you on your way out. "Be well."<br><br> <<endevent>> <<clotheson>> <<set $clitparasite to 0>> <<set $penisparasite to 0>> <<set $chestparasite to 0>> <<click [[Next|Hospital Foyer]]>><</click>><br><br> <<else>> <<person1>>Harper switches off the machine, but the pulses don't stop. <<He>> scratches <<his>> head in thought as the waves continue to torment you.<br><br> <<click [[Next|Hospital Parasite Public3]]>><</click>> <<set $clitparasite to 0>> <<set $peneisparasite to 0>> <<set $chestparasite to 0>> <</if>> :: Hospital Parasite Public3 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> Perplexed at the machine's lack of response, <<he>> removes <<his>> shoe and gives it a solid whack. The moment <<he>> does so, power surges through the pads and into your helpless body. The pulses reach a maddening intensity; you shudder and strain impotently against the straps binding you as the audience watch on in bewilderment.<br><br> <<set $arousal += 10000>><<orgasmpassage>> <<set $arousal += 10000>><<orgasmpassage>> <<set $arousal += 10000>><<orgasmpassage>> <<set $arousal += 10000>><<orgasmpassage>> The orgasms come so rapidly they blur together, forming a continuous stream. Harper works furiously at the machine, "No no no, this isn't supposed to happen!" <<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>> Tendrils of cum erupt from you, showering the front row of the audience as they fall over each other to escape your reach. <</if>> <br><br> <<set $arousal += 10000>><<orgasmpassage>> <<set $arousal += 10000>><<orgasmpassage>> <<set $arousal += 10000>><<orgasmpassage>> <<set $arousal += 10000>><<orgasmpassage>> Looking fearful, Harper gives up on the machine and, grabbing the wires, tries to tug the pads off your body. The strain is too much; you feel your consciousness slipping.<br><br> <<endevent>> <<upperundress>> <<lowerundress>> <<underundress>> <<if $bestialitydisable is "t">> <<click [[Everything fades to black...|Molestation Hospital]]>><<set $molestationstart to 1>><</click>> <<else>> <<if $rng gte 81>> <<click [[Everything fades to black...|Abduction Hospital]]>><</click>> <<else>> <<click [[Everything fades to black...|Molestation Hospital]]>><<set $molestationstart to 1>><</click>> <</if>> <</if>> :: Hospital Rent [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $bus to "hospital">> As you walk down an empty corridor a door beside you opens and a pair of arms drag you through. It's Bailey. <<He>> slams the heavy door shut. You're at the top of a staircase leading down into darkness.<br><br> <<rentdue>> :: Rent Hospital Fight [nobr] <<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemyhealthmax += 200>> <<set $enemyhealth += 200>> <<set $enemyanger += 200>> <<npcidlegenitals>> "You think I won't be beat it out of you?" <<He>> says. <br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Rent Hospital Fight Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Rent Hospital Fight Finish]]>><</click>></span><<nexttext>> <<elseif $pain gte 100>> <span id="next"><<click [[Next|Rent Hospital Fight Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Rent Hospital Fight]]>><</click>></span><<nexttext>> <</if>> :: Rent Hospital Fight Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $baileydefeatedlewd += 1>><<set $baileydefeatedchain += 1>> <<He>> grips the bannister as the orgasm wracks <<his>> body. It's all the chance you need to escape back into the hospital proper. That won't be the last of it, but for now you're in the clear.<<ltrauma>><<lstress>><<ltrauma60>><<lstress60>><br><br> <<clotheson>> <<endcombat>> <<if $crime gte 1000>> <<click [[Next|Hospital Arrest]]>><<pass10>><<endevent>> <</click>><br> <<else>> <<click [[Next->Hospital front]]>><<pass10>><<endevent>> <<endclick>><br> <</if>> <<elseif $enemyhealth lte 0>> <<set $baileydefeated += 1>><<set $baileydefeatedchain += 1>> <<He>> trips and tumbles down the stairs, shouting profanities as <<he>> falls. You waste no time and escape back into the hospital proper. That won't be the last of it, but for now you're in the clear.<<ltrauma>><<lstress>><<ltrauma60>><<lstress60>><br><br> <<clotheson>> <<endcombat>> <<if $crime gte 1000>> <<click [[Next|Hospital Arrest]]>><<pass10>><<endevent>> <</click>><br> <<else>> <<click [[Next->Hospital front]]>><<pass10>><<endevent>> <<endclick>><br> <</if>> <<else>><<set $baileydefeatedchain to 0>> You fall to the ground, too hurt to move.<br><br> <<set $upperoff to 0>> <<set $loweroff to 0>> <<set $underoff to 0>> <<endcombat>> <<click [[Next|Rent Intro]]>><</click>> <</if>> :: Hospital Journey Home [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $baileyhospital gte 2>><<set $baileyhospital += 1>> <<bailey>><<person1>>Bailey waits for you beside <<his>> car. "This is the last time I'm picking you up like this. I've already wasted enough time." The journey home is uneventful.<br><br> <<elseif $baileyhospital gte 1>><<set $baileyhospital += 1>> <<bailey>><<person1>>Bailey waits for you beside <<his>> car. "You need to be more careful. Next time you might not be so lucky." The journey home is uneventful.<br><br> <<else>><<set $baileyhospital to 1>> <<bailey>><<person1>>Bailey waits for you beside <<his>> car. "I'm glad you're alright," <<he>> says. "You wouldn't believe the paperwork involved when one of you idiots goes missing. Get in." The journey home is uneventful.<br><br> <</if>> <<click [[Next (0:10)|Orphanage]]>><<endevent>><<pass10>><</click>><br> :: Hospital Wait [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $daystate is "night">> <<pass60>><<ltiredness60>><<effects>> <</if>> <<if $daystate is "night">> <<pass60>><<ltiredness60>><<effects>> <</if>> <<if $daystate is "night">> <<pass60>><<ltiredness60>><<effects>> <</if>> <<if $daystate is "night">> <<pass60>><<ltiredness60>><<effects>> <</if>> <<if $daystate is "night">> <<pass60>><<ltiredness60>><<effects>> <</if>> <<if $daystate is "night">> <<pass60>><<ltiredness60>><<effects>> <</if>> <<if $daystate is "night">> <<pass60>><<ltiredness60>><<effects>> <</if>> <<if $daystate is "night">> <<pass60>><<ltiredness60>><<effects>> <</if>> <<if $daystate is "night">> <<pass60>><<ltiredness60>><<effects>> <</if>> <<if $daystate is "night">> <<pass60>><<ltiredness60>><<effects>> <</if>> <<if $daystate is "night">> <<pass60>><<ltiredness60>><<effects>> <</if>> <<if $daystate is "night">> <<pass60>><<ltiredness60>><<effects>> <</if>> <<if $daystate is "night">> <<pass60>><<ltiredness60>><<effects>> <</if>> The nurse lets you stay in the waiting room until the sun rises.<br><br> <<if $renttime lte 0>> <<click [[Next|Hospital Rent]]>><<pass10>><<endevent>><</click>><br> <<elseif $crime gte 1000>> <<click [[Next|Hospital Arrest]]>><<pass10>><<endevent>><</click>><br> <<elseif $baileyhospital lte 2>> <<click [[Next->Hospital Journey Home]]>><<pass10>><<endevent>><<endclick>><br> <<else>> <<click [[Next->Hospital front]]>><<pass10>><<endevent>><<endclick>><br> <</if>> :: Hospital Breast Reduction [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<generate1>><<person1>> The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room.<br><br><<endevent>> <<if $hospitalintro is 0>><<set $hospitalintro to 1>> <<harper>><<person1>>You don't have to wait long. A <<if $pronoun is "m">>man<<else>>woman<</if>> wearing a white medical coat and carrying a clipboard emerges from an adjacent room and beckons you over.<br><br> <<He>> smiles at you. "Hello, I'm Doctor Harper." You enter <<his>> office and take a seat. <<He>> looks young, can't be older than 25.<br><br> <<else>> <<harper>><<person1>>You don't have to wait long. Doctor Harper emerges from <<his>> office and beckons you over. You enter <<his>> office and take a seat.<br><br> <</if>> "This is a very simple procedure." <<He>> pulls a chart of breast sizes from <<his>> desk. "You're about here." <<He>> points at a picture labelled <span class="lewd">"<<breastsstop>>"</span><br><br> "It costs £2000 to decrease your breasts by a single size, and a further £2000 for each size beyond that."<br><br> <<if $breastsize gte 12>> <<click [[Make your breasts gigantic|Hospital Breast Reduction 2]]>><<set $phase to 11>><</click>><br> <</if>> <<if $breastsize gte 11>> <<click [[Make your breasts huge|Hospital Breast Reduction 2]]>><<set $phase to 10>><</click>><br> <</if>> <<if $breastsize gte 10>> <<click [[Make your breasts massive|Hospital Breast Reduction 2]]>><<set $phase to 9>><</click>><br> <</if>> <<if $breastsize gte 9>> <<click [[Make your breasts ample|Hospital Breast Reduction 2]]>><<set $phase to 8>><</click>><br> <</if>> <<if $breastsize gte 8>> <<click [[Make your breasts large|Hospital Breast Reduction 2]]>><<set $phase to 7>><</click>><br> <</if>> <<if $breastsize gte 7>> <<click [[Make your breasts full|Hospital Breast Reduction 2]]>><<set $phase to 6>><</click>><br> <</if>> <<if $breastsize gte 6>> <<click [[Make your breasts modest|Hospital Breast Reduction 2]]>><<set $phase to 5>><</click>><br> <</if>> <<if $breastsize gte 5>> <<click [[Make your breasts pert|Hospital Breast Reduction 2]]>><<set $phase to 4>><</click>><br> <</if>> <<if $breastsize gte 4>> <<click [[Make your breasts small|Hospital Breast Reduction 2]]>><<set $phase to 3>><</click>><br> <</if>> <<if $breastsize gte 3>> <<click [[Make your breasts tiny|Hospital Breast Reduction 2]]>><<set $phase to 2>><</click>><br> <</if>> <<if $breastsize gte 2>> <<click [[Make your breasts budding|Hospital Breast Reduction 2]]>><<set $phase to 1>><</click>><br> <</if>> <<if $breastsize gte 1>> <<click [[Make your breasts flat|Hospital Breast Reduction 2]]>><<set $phase to 0>><</click>><br> <</if>> <br> <<click [[Leave|Hospital Foyer]]>><<endevent>><</click>><br> :: Hospital Breast Reduction 2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> "This will cost <span class="gold">£<<print (($breastsize - $phase) * 2000)>></span>," <<he>> says. "And take four hours."<br><br> <<if $money gte (($breastsize - $phase) * 200000)>> <<click [[Accept (4:00)|Hospital Breast Reduction 3]]>><<pass120>><<pass120>><</click>><br> <<else>> You can't afford it.<br><br> <</if>> <<click [[Leave|Hospital Foyer]]>><<endevent>><</click>><br> :: Hospital Breast Reduction 3 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $money -= (($breastsize - $phase) * 200000)>> <<set $breastsize to $phase>> <<set $breastgrowthtimer to 700>> <<set $breastsizeold to $breastsize>> <<if $breastsize is 0>><<set $breastcup to "none">> <<elseif $breastsize is 1>><<set $breastcup to "budding">> <<elseif $breastsize is 2>><<set $breastcup to "AA">> <<elseif $breastsize is 3>><<set $breastcup to "B">> <<elseif $breastsize is 4>><<set $breastcup to "C">> <<elseif $breastsize is 5>><<set $breastcup to "D">> <<elseif $breastsize is 6>><<set $breastcup to "DD">> <<elseif $breastsize is 7>><<set $breastcup to "DDD">> <<elseif $breastsize is 8>><<set $breastcup to "F">> <<elseif $breastsize is 9>><<set $breastcup to "G">> <<elseif $breastsize is 10>><<set $breastcup to "H">> <<elseif $breastsize is 11>><<set $breastcup to "I">> <<elseif $breastsize gte 12>><<set $breastcup to "J">> <</if>> <<uppernaked>> <<lowernaked>> <<undernaked>> Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room. You remove your clothing and stand waiting, feeling more than a little exposed. <<if $undertype is "chastity">>You can't remove your chastity belt, you hope it won't be a problem. <</if>><<He>> soon returns, carrying a medical gown.<br><br> "Wear this." <<He>> instructs. You put the gown on. "Right, if you'd like to come with me, it's just a short walk away." <br><br> <<He>> leads you to another room, containing a small bed. "Please lie down. I'll put you under then move you to the theater." You lie down. <<He>> presses a mask against your face, and you feel your consciousness start to slip. <<He>> pulls a camera from <<his>> pocket as you pass out.<br><br> <<fameexhibitionism10>> <<click [[Next|Hospital Breast Done]]>><</click>><br> :: Hospital Breast Done [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You awaken in the same room you passed out in. You don't feel any different, until you look down and see your <<breastsstop>> Harper enters the room.<br><br> "The operation was a success," <<he>> says. <<He>> looks at your chest. <<if $breastsize gte 12>> "I hope those things don't give you back problems." <<elseif $breastsize gte 9>> "You'll get a lot of attention with those." <<elseif $breastsize gte 6>> "That's a good size." <<elseif $breastsize gte 3>> "You look good with those." <<elseif $breastsize gte 1>> "You look cute with those." <<elseif $breastsize is 0>> "Your chest looks cute." <</if>> <br><br> <<He>> checks <<his>> clipboard. "You can leave straight away. Be well." <<He>> leaves you to dress.<br><br> <<endevent>> <<click [[Next|Hospital Foyer]]>><<clotheson>><</click>><br> :: Hospital Breast Enlargement [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<generate1>><<person1>> The receptionist taps something into <<his>> computer and instructs you to take a seat in the waiting room.<br><br><<endevent>> <<if $hospitalintro is 0>><<set $hospitalintro to 1>> <<harper>><<person1>>You don't have to wait long. A <<if $pronoun is "m">>man<<else>>woman<</if>> wearing a white medical coat and carrying a clipboard emerges from an adjacent room and beckons you over.<br><br> <<He>> smiles at you. "Hello, I'm Doctor Harper." You enter <<his>> office and take a seat. <<He>> looks young, can't be older than 25.<br><br> <<else>> <<harper>><<person1>>You don't have to wait long. Doctor Harper emerges from <<his>> office and beckons you over. You enter <<his>> office and take a seat.<br><br> <</if>> "This is a simple procedure." <<He>> pulls a chart of breast sizes from <<his>> desk. "You're about here." <<He>> points at a picture labelled <span class="lewd">"<<breastsstop>>"</span><br><br> "It costs £5000 to increase your breasts by a single size, and a further £5000 for each size beyond that."<br><br> <<if $breastsize lt 12>> <<click [[Make your breasts enormous|Hospital Breast Enlargement 2]]>><<set $phase to 12>><</click>><br> <</if>> <<if $breastsize lt 11>> <<click [[Make your breasts gigantic|Hospital Breast Enlargement 2]]>><<set $phase to 11>><</click>><br> <</if>> <<if $breastsize lt 10>> <<click [[Make your breasts huge|Hospital Breast Enlargement 2]]>><<set $phase to 10>><</click>><br> <</if>> <<if $breastsize lt 9>> <<click [[Make your breasts massive|Hospital Breast Enlargement 2]]>><<set $phase to 9>><</click>><br> <</if>> <<if $breastsize lt 8>> <<click [[Make your breasts ample|Hospital Breast Enlargement 2]]>><<set $phase to 8>><</click>><br> <</if>> <<if $breastsize lt 7>> <<click [[Make your breasts large|Hospital Breast Enlargement 2]]>><<set $phase to 7>><</click>><br> <</if>> <<if $breastsize lt 6>> <<click [[Make your breasts full|Hospital Breast Enlargement 2]]>><<set $phase to 6>><</click>><br> <</if>> <<if $breastsize lt 5>> <<click [[Make your breasts modest|Hospital Breast Enlargement 2]]>><<set $phase to 5>><</click>><br> <</if>> <<if $breastsize lt 4>> <<click [[Make your breasts pert|Hospital Breast Enlargement 2]]>><<set $phase to 4>><</click>><br> <</if>> <<if $breastsize lt 3>> <<click [[Make your breasts small|Hospital Breast Enlargement 2]]>><<set $phase to 3>><</click>><br> <</if>> <<if $breastsize lt 2>> <<click [[Make your breasts tiny|Hospital Breast Enlargement 2]]>><<set $phase to 2>><</click>><br> <</if>> <<if $breastsize lt 1>> <<click [[Make your breasts budding|Hospital Breast Enlargement 2]]>><<set $phase to 1>><</click>><br> <</if>> <br> <<click [[Leave|Hospital Foyer]]>><<endevent>><</click>><br> :: Hospital Breast Enlargement 2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> "This will cost <span class="gold">£<<print (($phase - $breastsize) * 5000)>></span>," <<he>> says. "And take four hours."<br><br> <<if $money gte (($phase - $breastsize) * 500000)>> <<click [[Accept (4:00)|Hospital Breast Enlargement 3]]>><<pass120>><<pass120>><</click>><br> <<else>> You can't afford it.<br><br> <</if>> <<click [[Leave|Hospital Foyer]]>><<endevent>><</click>><br> :: Hospital Breast Enlargement 3 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $money -= (($phase - $breastsize) * 500000)>> <<set $breastsize to $phase>> <<set $breastgrowthtimer to 700>> <<set $breastsizeold to $breastsize>> <<if $breastsize is 0>><<set $breastcup to "none">> <<elseif $breastsize is 1>><<set $breastcup to "budding">> <<elseif $breastsize is 2>><<set $breastcup to "AA">> <<elseif $breastsize is 3>><<set $breastcup to "B">> <<elseif $breastsize is 4>><<set $breastcup to "C">> <<elseif $breastsize is 5>><<set $breastcup to "D">> <<elseif $breastsize is 6>><<set $breastcup to "DD">> <<elseif $breastsize is 7>><<set $breastcup to "DDD">> <<elseif $breastsize is 8>><<set $breastcup to "F">> <<elseif $breastsize is 9>><<set $breastcup to "G">> <<elseif $breastsize is 10>><<set $breastcup to "H">> <<elseif $breastsize is 11>><<set $breastcup to "I">> <<elseif $breastsize gte 12>><<set $breastcup to "J">> <</if>> <<uppernaked>> <<lowernaked>> <<undernaked>> Harper accepts the payment. "Please undress," <<he>> says as <<he>> stands to leave the room. You remove your clothing and stand waiting, feeling more than a little exposed. <<if $undertype is "chastity">>You can't remove your chastity belt, you hope it won't be a problem. <</if>><<He>> soon returns, carrying a medical gown.<br><br> "Wear this." <<He>> instructs. You put the gown on. "Right, if you'd like to come with me, it's just a short walk away." <br><br> <<He>> leads you to another room, containing a small bed. "Please lie down. I'll put you under then move you to the theater." You lie down. <<He>> presses a mask against your face, and you feel your consciousness start to slip. <<He>> pulls a camera from <<his>> pocket as you pass out.<br><br> <<fameexhibitionism10>> <<click [[Next|Hospital Breast Done]]>><</click>><br>
fire2244/degrees
game/loc-hospital.twee
twee
unknown
81,876
:: Widgets Lake [widget] <<widget "lakeeffects">><<nobr>> <<if $schoolday is 1>> <<if $daystate is "day" or $daystate is "dusk">> <<if $hour gte 15 and $weather isnot "rain">> <<set $laketeenspresent to 1>> <<else>> <<set $laketeenspresent to 0>> <</if>> <<else>> <<set $laketeenspresent to 0>> <</if>> <<else>> <<if $daystate is "day" or $daystate is "dusk">> <<if $weather isnot "rain">> <<set $laketeenspresent to 1>> <<else>> <<set $laketeenspresent to 0>> <</if>> <<else>> <<set $laketeenspresent to 0>> <</if>> <</if>> <<if $weather isnot "rain" and $hour gte 18>> <<set $laketeensfire to 1>> <<else>> <<set $laketeensfire to 0>> <</if>> <</nobr>><</widget>> <<widget "destinationlake">><<nobr>> <<if $bus is "lakeshallows">> <<click [[Next|Lake Shallows]]>><</click>><br> <<elseif $bus is "lakedepths">> <<click [[Next|Lake Depths]]>><</click>><br> <<elseif $bus is "lakefirepit">> <<click [[Next|Lake Firepit]]>><</click>><br> <<elseif $bus is "lakefishingrock">> <<click [[Next|Lake Fishing Rock]]>><</click>><br> <<elseif $bus is "lakecampsite">> <<click [[Next|Lake Campsite]]>><</click>><br> <<elseif $bus is "lakewaterfall">> <<click [[Next|Lake Waterfall]]>><</click>><br> <<else>> <<click [[Next|Lake Shore]]>><</click>><br> <</if>> <</nobr>><</widget>> <<widget "passoutlake">><<nobr>> You've pushed yourself too much.<br><br> <<passout>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>> <<if $laketeenspresent is 1>> <<click [[Next|Lake Mermaid]]>><</click>><br> <<else>> <<click [[Next|Lake Ritual]]>><</click>><br> <</if>> <<else>><<set $foresthunt to 0>> <<ambulance>> <</if>> <<pass60>> <<set $trauma to $trauma +10>><<set $stress to $stress - 2000>> <</nobr>><</widget>> <<widget "lakejourney">><<nobr>> Someone screams. Everyone turns and backs away from the newcomer, a wolf. It stands some way apart and watches.<br><br> <<if $deviancy gte 15 and $bestialitydisable is "f">> <<click [[Deal with it|Lake Wolf Sex]]>><<set $sexstart to 1>><</click>><<deviant2>><<gcool>><br> <</if>> <<click [[Run away|Lake Wolf Run]]>><<gstress30>><</click>><<gstress>><br> <</nobr>><</widget>> <<widget "lakereturnjourney">><<nobr>> <<if $laketeenspresent is 1 and $hour is 20>> It's getting late, and the shadows of the forest grow longer. People are preparing to return to town. No one wants to be left to travel alone.<br><br> <<if $exposed lte 0>> <<click [[Go with them (0:30)|Lake Return Journey]]>><<set $foresthunt to 0>><<pass30>><</click>><br><br> <</if>> <</if>> <</nobr>><</widget>> <<widget "eventlakewater">><<nobr>> <<if $bus is "lakeshallows">> <<if $laketeenspresent is 1>> <<generatey1>><<person1>> A <<person>> watches you from the bank.<br><br> <<click [[Wave (0:01)|Lake Wave]]>><<lstress10>><</click>><<lstress>><br> <<click [[Ignore|Lake Shallows]]>><<endevent>><<set $eventskip to 1>><</click>><br> <<if $playergenderappearance is "f" and $exhibitionism gte 35>> <<click [[Flash|Lake Flash]]>><</click>><<exhibitionist3>><br> <</if>> <<else>> Your leg gets tangled in some weeds. It takes a few minutes of struggling to free yourself.<<gtiredness>><<gtiredness10>><br><br><<pass3>> <<click [[Next|Lake Shallows]]>><<set $eventskip to 1>><</click>><br> <</if>> <<else>> <<if $rng gte 91 and $weather is "rain" and $bestialitydisable is "f" and $voredisable is "f" and $hallucinations gte 2 and $controlled is 0>> Something large surges through the water beneath you. A gaping maw grips your thighs.<br><br> <<click [[Next|Lake Vore]]>><<set $molestationstart to 1>><</click>><br> <<elseif $rng gte 81 and $swarmdisable is "f">> The water is agitated. Swarms of small fish encircle you.<br><br> <<click [[Next|Lake Depths Swarm]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<if $daystate is "night" and $weather is "rain">> Something brushes your leg and startles you. You look beneath the dark and violent water, but can't see anything. You feel strange.<<garousal>><<garousal60>><<gstress>><<gstress60>><br><br> <<else>> Something brushes your leg and startles you. You look beneath the water, but can't see anything.<<garousal>><<garousal60>><<gstress>><<gstress60>><br><br> <</if>> <<click [[Next|Lake Depths]]>><<set $eventskip to 1>><</click>><br> <</if>> <</if>> <</nobr>><</widget>> <<widget "eventlake">><<nobr>> <<if $rng gte 81 and $bestialitydisable is "f">> You see a boar rifling through litter at the base of a tree. It spots you.<br><br> <<click [[Stand your ground|Lake Boar Stand]]>><</click>><br> <<click [[Run|Lake Boar Run]]>><</click>><br> <<elseif $rng gte 51>> You thought you heard someone call your name, but there's no one there.<<gtrauma>><<gtrauma10>><br><br> <<set $eventskip to 1>> <<destinationlake>> <<else>> A pair of eyes stares at you from between the trees, then vanishes.<<gstress>><<gstress60>><br><br> <<set $eventskip to 1>> <<destinationlake>> <</if>> <</nobr>><</widget>> :: Lake Shore [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<set $forest to 30>><<set $bus to "lakeshore">> <<if $laketeenspresent is 1>> You are at the shore of the lake. There are several people playing in the water. You can see the Swimmers Dock with a few teens sitting on it. <<elseif $daystate is "night">> <<if $weekday is 7 or $weekday is 1>> You are at the shore of the lake. You can see faint light from a fire at the campsite across the water. <<else>> You are at the shore of the lake. Dark water ripples unseen. <</if>> <<elseif $daystate is "dusk" or $daystate is "dawn">> You are at the shore. Undulating waves splash against the sand and rocks. A bear eats fish on the opposite bank. <<else>> You are at the shore of the lake. You can see your reflection in its surface. The Swimmers Dock sits idle out on the water. <</if>> <<if $weather is "rain">> The water is alive with motion as rain breaks its surface. <<else>> The water is calm. <</if>> <br><br> <<if $exposed gte 1 and $laketeenspresent is 1>> You keep low and stay among the trees to keep your <<lewdness>> from being seen.<br><br> <</if>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $stress gte 10000>><<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>> <<eventlake>> <<else>> <<lakereturnjourney>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $storelocation isnot "lakeshore">> <<click [[Change into school swimsuit|Lake Shore]]>><<storeclothes>><<set $storelocationinit to "lakeshore">><<storelocation>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <<if $schoolswimshortsno gte 1 and $storelocation isnot "lakeshore">> <<click [[Change into school swim shorts|Lake Shore]]>><<storeclothes>><<set $storelocationinit to "lakeshore">><<storelocation>><<schoolswimshorts>><</click>><br> <</if>> <<if $upperbikinino and $lowerbikinino gte 1 and $storelocation isnot "lakeshore">> <<click [[Change into bikini|Lake Shore]]>><<storeclothes>><<set $storelocationinit to "lakeshore">><<storelocation>><<upperbikini>><<lowerbikini>><</click>><br> <</if>> <<if $storelocation is "lakeshore">> Your clothes are hidden in a rocky alcove.<br><br> <<click [[Get dressed|Lake Shore]]>><<undress>><<storeon>><</click>><br> <</if>> <<if $laketeenspresent is 1 and $exposed lte 0 and $hour isnot 20>> <<click [[Hang out (0:30)|Lake Hang]]>><<pass30>><<lstress30>><<status 1>><</click>><<gcool>><<lstress>><br> <</if>> <<click [[Swim (0:02)|Lake Shallows]]>><<pass2>><</click>><br> <br> <<if $dev is 1>> <<click [[North to firepit (0:10)|Lake Firepit]]>><<pass10>><</click>><br> <</if>> <<click [[South to waterfall (0:10)|Lake Waterfall]]>><<pass10>><</click>><br> <br> <<click [[Forest (0:10)|Forest]]>><<pass10>><</click>><br> <<set $eventskip to 0>> <</if>> :: Lake Waterfall [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<set $forest to 40>><<set $bus to "lakewaterfall">> <<if $laketeenspresent is 1>> You are at the Waterfall. Some of the younger students are playing in the falling water. Teens sit in the pond above. <<elseif $daystate is "night">> You are at the waterfall. The moonlight turns the falling water into a curtain of silver. <<else>> You are at the Waterfall. Water is flowing down from the pond up on the rocks. A refreshing mist rolls out. <</if>> <<if $weather is "rain">> The water is alive with motion as rain breaks its surface. <<else>> The water is calm. <</if>> <br><br> <<if $exposed gte 1 and $laketeenspresent is 1>> You keep low and stay among the trees to keep your <<lewdness>> from being seen.<br><br> <</if>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $stress gte 10000>><<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>> <<eventlake>> <<else>> <<lakereturnjourney>> <<click [[North to shore (0:10)|Lake Shore]]>><<pass10>><</click>><br> <<click [[South to fishing rock (0:10)|Lake Fishing Rock]]>><<pass10>><</click>><br> <br> <<click [[Forest (0:10)|Forest]]>><<pass10>><</click>><br> <<set $eventskip to 0>> <</if>> :: Lake Fishing Rock [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<set $forest to 50>><<set $bus to "lakefishingrock">> <<if $laketeenspresent is 1>> You are on the Fishing Rock. You see people on the other side of the lake. Fish splash up to eat insects. It's peaceful, though the nearby trees are forboding. <<elseif $daystate is "night">> You are on the Fishing Rock. Dark water ripples unseen. <<elseif $daystate is "dusk" or $daystate is "dawn">> You are on the Fishing Rock. Fish splash up to eat insects. It's peaceful, though the nearby trees are forboding. <<else>> You are on the Fishing Rock. From here you have a clear view of the entire lake. You see fish swimming in the water. <</if>> <<if $weather is "rain">> The water is alive with motion as rain breaks its surface. <<else>> The water is calm. <</if>> <br><br> <<if $exposed gte 1 and $laketeenspresent is 1>> You keep low and stay among the trees to keep your <<lewdness>> from being seen.<br><br> <</if>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $stress gte 10000>><<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>> <<eventlake>> <<else>> <<lakereturnjourney>> <<click [[North to waterfall (0:10)|Lake Waterfall]]>><<pass10>><</click>><br> <<click [[South to campsite (0:20)|Lake Campsite]]>><<pass20>><</click>><br> <br> <<click [[Forest (0:10)|Forest]]>><<pass10>><</click>><br> <<set $eventskip to 0>> <</if>> :: Lake Firepit [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<set $forest to 30>><<set $bus to "lakefirepit">> <<if $laketeenspresent is 1>> You are at the Firepit. There are people sitting on the stone benches that circle the pit. You can see several people splashing in the water down on the shore. <<elseif $daystate is "night">> <<if $laketeensfire is 1>> You are at the Firepit. People are sitting around the fire as it burns, talking and drinking. The reflection of the fire on the lake’s surface is almost mesmerising. <<else>> You are at the Firepit. Dark water ripples unseen. <</if>> <<elseif $daystate is "dusk" or $daystate is "dawn">> You are at the Firepit. There are stone benches circling the pit. <<else>> You are at the Firepit. There are stone benches circling the pit. <</if>> <<if $weather is "rain">> The water is alive with motion as rain breaks its surface. <<else>> The water is calm. <</if>> <br><br> <<if $exposed gte 1 and $laketeenspresent is 1 or $laketeensfire is 1>> You keep low and stay among the trees to keep your <<lewdness>> from being seen.<br><br> <</if>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $stress gte 10000>><<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>> <<eventlake>> <<else>> <<lakereturnjourney>> <<click [[South to shore (0:10)|Lake Shore]]>><<pass10>><</click>><br> <br> <<click [[Forest (0:10)|Forest]]>><<pass10>><</click>><br> <<set $eventskip to 0>> <</if>> :: Lake Campsite [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<set $forest to 50>><<set $bus to "lakecampsite">> <<if $daystate is "night">> <<if $weather isnot "rain" and $hour gte 18 and $lakecouple isnot 1>> You are at the Campsite. A couple cuddle beside a small fire. There is a tent set up nearby. <<elseif $weather isnot "rain" and $hour lte 18>> You are at the Campsite. Embers burn beside a tent. <<else>> You are at the Campsite. An unlit fireplace sits in the center of the clearing. The rain may have driven off campers. <</if>> <<elseif $daystate is "dawn">> You are at the Campsite. It looks like it was used recently. <<else>> You are at the Campsite. An unlit fireplace sits in the center of the clearing. <</if>> <br><br> <<if $weather isnot "rain" and $hour gte 18 and $exposed gte 1 and $lakecouple isnot 1>> You keep low and stay among the trees to keep your <<lewdness>> from being seen.<br><br> <</if>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $stress gte 10000>><<passoutlake>> <<elseif $foresthunt gte 10>> <<foresthunt>> <<elseif $danger gte (9900 - $allure) and $eventskip is 0 and $laketeenspresent isnot 1>> <<eventlake>> <<else>> <<lakereturnjourney>> <<if $weather isnot "rain" and $hour gte 18 and $exposed lte 0 and $lakecouple isnot 1>> <<click [[Approach the couple|Lake Couple]]>><</click>><br> <</if>> <<click [[North to fishing rock (0:10)|Lake Fishing Rock]]>><<pass10>><</click>><br> <br> <<click [[Forest (0:10)|Forest]]>><<pass10>><</click>><br> <<set $eventskip to 0>> <</if>> :: Lake Shallows [nobr] <<set $outside to 1>><<set $location to "lake">><<set $bus to "lakeshallows">><<water>><<effects>><<lakeeffects>> <<if $laketeenspresent is 1>> You are swimming in the lake near the shore. The beach is alive with activity. People play in the sand and water. <<else>> <<if $weather is "rain">> You are swimming in the lake near the shore. The rain drowns out the sounds of the forest. <<else>> You are swimming in the lake near the shore. There is no one at the beach today. The sound of the forest fills the air. <</if>> <</if>> <<if $schoolday isnot 1 and $weather is "rain" and $daystate is "day">> Someone is swimming further out, past the dock. <</if>> <br><br> <<if $laketeenspresent is 1 and $exposed gte 1>> You keep low beneath the water to keep your <<lewdness>> from being seen. You'll need to find something to cover with.<br><br> <</if>> <<if $lakeswim is 1>><<set $lakeswim to 0>> You practice swimming in the lake. <<if $daystate is "night">> <<if $weather is "rain">> The dark water dances with the rain. It's exhilerating, if scary. <<else>> The black water is gentle. <</if>> <<elseif $daystate is "dusk">> <<if $weather is "rain">> Rain agitates the cool water. <<else>> The falls over the trees, casting its double in the water. <</if>> <<elseif $daystate is "dawn">> <<if $weather is "rain">> Rain agitates the cool water. <<else>> The morning sun rises over the trees, casting its double in the water. <</if>> <<else>> <<if $weather is "rain">> Rain agitates the warm water. <<else>> The water is warm and gentle. <</if>> <</if>> <<physique3>><<swimmingskilluse>> <br><br> <</if>> <<if $phase is 1>><<set $phase to 0>> You improvise a garment made from reeds and lilies and tie it around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <<plantupper>><br><br> <<if $rng gte 91 and $chestparasite is 0 and $parasitedisable is "f">> Your satisfaction is interrupted by a pinching sensation on your nipples. Shocked, you pull down your top to find the culprit. Two small and soft invertebrates have latched to your chest. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.<<set $chestparasite to 1>><<set $parasitestat to $parasitestat + 1>><<garousal>><<garousal60>><br><br> <</if>> <</if>> <<if $phase is 2>><<set $phase to 0>> You improvise a garment made from reeds and lilies and tie it around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <<plantlower>><br><br> <<if $rng gte 91 and $penisparasite is 0 and $penisexist is 1 and $parasitedisable is "f">> Your satisfaction is interrupted by a pinching sensation on your <<penisstop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $penisparasite to 1>><<garousal>><<garousal60>><<set $parasitestat to $parasitestat + 1>><br><br> <<elseif $rng gte 91 and $clitparasite is 0 and $vaginaexist is 1 and $parasitedisable is "f">> Your satisfaction is interrupted by a pinching sensation on your <<pussystop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $clitparasite to 1>><<garousal>><<garousal60>><<set $parasitestat to $parasitestat + 1>><br><br> <</if>> <</if>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $stress gte 10000>><<passoutlake>> <<elseif $danger gte (9900 - ($allure / 2)) and $eventskip is 0>> <<eventlakewater>> <<else>> <<click [[Practice swimming (0:30)|Lake Shallows]]>><<pass30>><<lstress30>><<gtiredness30>><<set $lakeswim to 1>><</click>><<gswimming>><<lstress>><<gtiredness>><br> <<if $upperexposed gte 2 and $exposed gte 1 or $upperwetstage gte 3 and $exposed gte 1>> <<click [[Make a top out of plants (0:20)|Lake Shallows]]>><<pass20>><<set $phase to 1>><</click>><br> <</if>> <<if $lowerexposed gte 2 and $underexposed gte 1 and $exposed gte 1 or $lowerwetstage gte 3 and $underwetstage gte 3 and $exposed gte 1 or $lowerwetstage gte 3 and $underexposed gte 1 and $exposed gte 1>> <<click [[Make a skirt out of plants (0:20)|Lake Shallows]]>><<pass20>><<set $phase to 2>><</click>><br> <</if>> <<if $exposed gte 1 and $laketeenspresent is 1>> <br> <<elseif $dev is 1>> <<click [[Swim to dock (0:10)|Lake Dock]]>><<pass10>><</click>><br> <</if>> <<click [[Swim further out (0:12)|Lake Depths]]>><<pass2>><<pass10>><</click>><br> <<if $exposed gte 1 and $laketeenspresent is 1>> <<else>> <<click [[Shore (0:02)|Lake Shore]]>><<pass2>><</click>><br> <</if>> <<set $eventskip to 0>> <</if>> :: Lake Depths [nobr] <<set $outside to 1>><<set $location to "lake">><<set $bus to "lakedepths">><<water>><<effects>><<lakeeffects>> <<if $laketeenspresent is 1>> You are swimming in the middle of the lake near the dock. You see several teens hanging out on and around it. <<else>> <<if $weather is "rain">> You are swimming in the lake near the shore. The rain is so thick you can't see the shore. An endless deluge surrounds you in all directions. <<else>> You are swimming in the middle of the lake near the dock. <</if>> <</if>> <<if $schoolday isnot 1 and $weather is "rain" and $daystate is "day">> Mason swims nearby. <</if>> <br><br> <<if $laketeenspresent is 1 and $exposed gte 1>> You keep low beneath the water to keep your <<lewdness>> from being seen. You'll need to find something to cover with.<br><br> <</if>> <<if $lakeswim is 1>><<set $lakeswim to 0>> You practice swimming in the lake. <<if $daystate is "night">> <<if $weather is "rain">> The dark water dances with the rain. It's exhilerating, if scary. <<else>> The black water is gentle. <</if>> <<elseif $daystate is "dusk">> <<if $weather is "rain">> Rain agitates the cool water. <<else>> The falls over the trees, casting its double in the water. <</if>> <<elseif $daystate is "dawn">> <<if $weather is "rain">> Rain agitates the cool water. <<else>> The morning sun rises over the trees, casting its double in the water. <</if>> <<else>> <<if $weather is "rain">> Rain agitates the warm water. <<else>> The water is warm and gentle. <</if>> <</if>> <<physique3>><<swimmingskilluse>> <br><br> <</if>> <<if $phase is 1>><<set $phase to 0>> You improvise a garment made from reeds and lilies and tie it around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <<plantupper>><br><br> <<if $rng gte 91 and $chestparasite is 0 and $parasitedisable is "f">> Your satisfaction is interrupted by a pinching sensation on your nipples. Shocked, you pull down your top to find the culprit. Two small and soft invertebrates have latched to your chest. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.<<set $chestparasite to 1>><<set $parasitestat to $parasitestat + 1>><<garousal>><<garousal60>><br><br> <</if>> <</if>> <<if $phase is 2>><<set $phase to 0>> You improvise a garment made from reeds and lilies and tie it around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <<plantlower>><br><br> <<if $rng gte 91 and $penisparasite is 0 and $penisexist is 1 and $parasitedisable is "f">> Your satisfaction is interrupted by a pinching sensation on your <<penisstop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $penisparasite to 1>><<garousal>><<garousal60>><<set $parasitestat to $parasitestat + 1>><br><br> <<elseif $rng gte 91 and $clitparasite is 0 and $vaginaexist is 1 and $parasitedisable is "f">> Your satisfaction is interrupted by a pinching sensation on your <<pussystop>> Shocked, you lift your skirt to find the culprit. A small and soft invertebrate has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $clitparasite to 1>><<garousal>><<garousal60>><<set $parasitestat to $parasitestat + 1>><br><br> <</if>> <</if>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $stress gte 10000>><<passoutlake>> <<elseif $danger gte (9900 - ($allure + 1000)) and $eventskip is 0 and $lakesurface is 1>> <span class="purple">Something followed you from the depths. </span><<eventlakewater>> <<elseif $danger gte (9900 - ($allure / 2)) and $eventskip is 0>> <<eventlakewater>> <<else>> <<click [[Practice swimming (0:30)|Lake Depths]]>><<pass30>><<lstress30>><<gtiredness30>><<set $lakeswim to 1>><</click>><<gswimming>><<lstress>><<gtiredness>><br> <<if $upperexposed gte 2 and $exposed gte 1 or $upperwetstage gte 3 and $exposed gte 1>> <<click [[Make a top out of plants (0:20)|Lake Depths]]>><<pass20>><<set $phase to 1>><</click>><br> <</if>> <<if $lowerexposed gte 2 and $underexposed gte 1 and $exposed gte 1 or $lowerwetstage gte 3 and $underwetstage gte 3 and $exposed gte 1 or $lowerwetstage gte 3 and $underexposed gte 1 and $exposed gte 1>> <<click [[Make a skirt out of plants (0:20)|Lake Depths]]>><<pass20>><<set $phase to 2>><</click>><br> <</if>> <<click [[Dive (0:01)|Lake Underwater]]>><<pass1>><</click>><br> <<click [[Swim towards shore (0:12)|Lake Shallows]]>><<pass2>><<pass10>><</click>><br> <br> <<if $exposed gte 1 and $laketeenspresent is 1>> <<elseif $dev is 1>> <<click [[Swim to dock (0:02)|Lake Dock]]>><<pass2>><</click>><br> <</if>> <<set $eventskip to 0>> <</if>> <<set $lakesurface to 0>> :: Lake Underwater [nobr] <<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>> <<if $stress gte 10000>><<passoutlake>> <<else>> You are beneath the lake. You swim over dark silt and between tall weeds. <<if $daystate is "night">> <<if $weather is "rain">> The water is black. It dulls the sound of the rain above. <<elseif $weather is "clear">> The plants glisten in moonlight. <<else>> The water is black. <</if>> <<else>> <<if $weather is "rain">> The water is dark. It dulls the sound of the rain above. <<elseif $weather is "clear">> Sunlight pierces the gloom. <<else>> The water is dark. <</if>> <</if>> <br><br> <<click [[Swim inside ruin|Lake Ruin]]>><<wateraction>><</click>><<loxygen>><br> <br> <<click [[Surface|Lake Depths]]>><<set $lakesurface to 1>><</click>><br> <</if>> :: Lake Ruin [nobr] <<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>> You are in the submerged ruin beneath the lake. The stone walls look ancient. Glowing purple lichen covers the walls.<br><br> <<if $stress gte 10000>><<passoutlake>> <<else>> <<if $sciencelichenknown is 1 and $sciencelichenlake isnot 1 and $scienceproject is "ongoing">> <<click [[Retrieve lichen for your science project|Lake Lichen]]>><<set $sciencelichenlake to 1>><<wateraction>><</click>><<loxygen>><br> <</if>> <<click [[Swim deeper|Lake Ruin Deep]]>><<wateraction>><</click>><<loxygen>><br> <<click [[Swim outside|Lake Underwater]]>><<wateraction>><</click>><<loxygen>><br> <</if>> :: Lake Ruin Deep [nobr] <<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>> You are deep in the submerged ruin beneath the lake. The stone walls look ancient. Pots of different sizes fill the room. There's an ancient door opposite the entrance. <<if $lakeruinkey isnot 2>> It's closed. <<else>> It's open. <</if>> <br><br> <<if $stress gte 10000>><<passoutlake>> <<else>> <<if $lakeruinkey is 1>> <<click [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</click>><<loxygen>><br> <</if>> <<click [[Search pots|Lake Pots]]>><<wateraction>><</click>><<loxygen>><br> <<if $lakeruinkey is 2>> <<click [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</click>><<loxygen>><br> <</if>> <br> <<click [[Swim towards exit|Lake Ruin]]>><<wateraction>><</click>><<loxygen>><br> <</if>> :: Lake Ruin Door [nobr] <<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>> <<set $lakeruinkey to 2>> You hear the ancient mechanism creak and the door groans open. Beyond is a plinth, stood alone in a rubble-strewn room. Atop it sits an ivory necklace. It's studded with blue jewels.<br><br> <<click [[Take it|Lake Ruin Deep]]>><<set $antiquemoney += 2000>><<if $antiqueivorynecklace is undefined>><<set $antiqueivorynecklace to "found">><</if>><</click>><br> <<click [[Leave|Lake Ruin Deep]]>><</click>><br> :: Lake Ruin Plinth [nobr] <<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>> You are deep in the lake ruin, in a small room with a plinth. <<if $antiqueivorynecklace is undefined>> An ivory necklace sits atop it. It's studded with blue jewels.<br><br> <<click [[Take it|Lake Ruin Deep]]>><<set $antiquemoney += 2000>><<if $antiqueivorynecklace is undefined>><<set $antiqueivorynecklace to "found">><</if>><</click>><br> <<else>> <br><br> <</if>> <<click [[Leave|Lake Ruin Deep]]>><</click>><br> :: Lake Pots [nobr] <<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>> <<if $stress gte 10000>><<passoutlake>> <<else>> <<if $rng gte 81>> You reach inside one of the pots, and find a small ivory box. It's sealed by a bronze lock.<br><br> <<if $historytrait gte 4>> The box itself is very old. It must be valuable.<br><br> <<click [[Just take the box|Lake Ruin Deep]]>><<set $antiquemoney += 20>><<if $antiquebox is undefined>><<set $antiquebox to "found">><</if>><</click>><br> <</if>> <<set $skulduggerydifficulty to 300>> <<click [[Open it|Lake Ruin Box]]>><<wateraction>><</click>><<skulduggerydifficulty>><<loxygen>><br> <<if $lakeruinkey is 1>> <<click [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</click>><<loxygen>><br> <</if>> <<click [[Search pots|Lake Pots]]>><<wateraction>><</click>><<loxygen>><br> <<if $lakeruinkey is 2>> <<click [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</click>><<loxygen>><br> <</if>> <br> <<click [[Swim towards exit|Lake Ruin]]>><<wateraction>><</click>><<loxygen>><br> <<elseif $rng gte 78 and $swarmdisable is "f">> You reach inside one of the pots. Swarms of small fish surge out, surrounding you.<br><br> <<click [[Next|Lake Swarm]]>><<set $molestationstart to 1>><</click>><br> <<elseif $rng gte 51>> You reach inside one of the pots. There's purple dust at the bottom. Your probing disturbs it, and it swirls around your arm. You feel heated.<<gstress>><<stress 6>><<garousal>><<garousal60>><br><br> <<if $lakeruinkey is 1>> <<click [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</click>><<loxygen>><br> <</if>> <<click [[Search pots|Lake Pots]]>><<wateraction>><</click>><<loxygen>><br> <<if $lakeruinkey is 2>> <<click [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</click>><<loxygen>><br> <</if>> <br> <<click [[Swim towards exit|Lake Ruin]]>><<wateraction>><</click>><<loxygen>><br> <<elseif $rng gte 41 and $lakeruinkey is undefined>> You reach inside one of the pots. You find a decaying bronze key.<br><br> <<set $lakeruinkey to 1>> <<click [[Open door with bronze key|Lake Ruin Door]]>><<wateraction>><</click>><<loxygen>><br> <<click [[Search pots|Lake Pots]]>><<wateraction>><</click>><<loxygen>><br> <<if $lakeruinkey is 2>> <<click [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</click>><<loxygen>><br> <</if>> <br> <<click [[Swim towards exit|Lake Ruin]]>><<wateraction>><</click>><<loxygen>><br> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 81>> You reach inside one of the pots. It's full of broken ceramics. <<elseif $rng gte 61>> You reach inside one of the pots. Something inside snaps at you. You pull your hand away in time, but it was close.<<gstress>><<stress 6>> <<elseif $rng gte 41>> You reach inside one of the pots. It's full of mud. <<elseif $rng gte 21>> You reach inside one of the pots. It's full of pebbles. <<else>> You reach inside one of the pots. It's empty. <</if>> <br><br> <<if $lakeruinkey is 1>> <<click [[Use bronze key|Lake Ruin Door]]>><<wateraction>><</click>><<loxygen>><br> <</if>> <<click [[Search pots|Lake Pots]]>><<wateraction>><</click>><<loxygen>><br> <<if $lakeruinkey is 2>> <<click [[Swim inside plinth room|Lake Ruin Plinth]]>><<wateraction>><</click>><<loxygen>><br> <</if>> <br> <<click [[Swim towards exit|Lake Ruin]]>><<wateraction>><</click>><<loxygen>><br> <</if>> <</if>> :: Lake Swarm [nobr] <<if $molestationstart is 1>><<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $swarmname to "containers">> <<set $swarmmove to "shaking">> <<set $swarmcreature to "fish">> <<set $swarmspill to "shatter">> <<set $swarmsteady to "steady">> <<set $swarmSteady to "Steady">> <<set $swarmcount to 6>> <<set $swarm1 to "active">> <<set $swarm2 to "active">> <<set $swarm3 to "active">> <<set $swarm4 to "active">> <<set $swarm5 to "contained">> <<set $swarm6 to "contained">> <<set $swarmactive to 4>> <<set $swimdistance to 8>> <<set $water to 1>> <</if>> <<if $swimdistance gte 8>> You're caught in the middle of the swarm. <<elseif $swimdistance gte 2>> You're escaping the swarm. <<else>> You've almost escaped. <</if>> <<underwater>><<effects>><<swarmeffects>> <<swarm>> <<swarmactions>> <<if $stress gte 10000>> <span id="next"><<click [[Next|Lake Swarm Finish]]>><</click>></span><<nexttext>> <<elseif $swimdistance lte 0>> <span id="next"><<click [[Next|Lake Swarm Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Lake Swarm Finish [nobr] <<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>> <<if $stress gte 10000>> It's all just too much for you. You pass out.<br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underoff isnot 0>> <<underruined>> <</if>> <<endcombat>> <<passoutlake>> <<else>> <<tearful>> you swim away from the swarms of fish, who stay near their pots. They disappear inside them.<br><br> <<clotheson>> <<endcombat>> <<click [[Swim towards exit|Lake Ruin]]>><<wateraction>><</click>><<loxygen>><br> <<click [[Search pots|Lake Pots]]>><<wateraction>><</click>><<loxygen>><br> <</if>> :: Lake Ruin Box [nobr] <<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> <<if $rng gte 95>> You find a gold necklace.<<set $antiquemoney += 500>><<if $antiquegoldnecklace is undefined>><<set $antiquegoldnecklace to "found">><</if>><br><br> <<else>> You find a silver ring.<<set $antiquemoney += 30>><<if $antiquesilverring is undefined>><<set $antiquesilverring to "found">><</if>><br><br> <</if>> <<if $historytrait gte 4>> You take the empty box too. It belongs in a museum.<<set $antiquemoney += 20>><<if $antiquebox is undefined>><<set $antiquebox to "found">><</if>><br><br> <</if>> <<click [[Swim towards exit|Lake Ruin]]>><<wateraction>><</click>><<loxygen>><br> <<click [[Search pots|Lake Pots]]>><<wateraction>><</click>><<loxygen>><br> <<else>> You fail to pick the lock.<br><br> <<if $historytrait gte 4>> <<click [[Just take the box|Lake Ruin Deep]]>><<set $antiquemoney += 20>><<if $antiquebox is undefined>><<set $antiquebox to "found">><</if>><</click>><br> <</if>> <<click [[Try again|Lake Ruin Box]]>><<wateraction>><</click>><<skulduggerydifficulty>><<loxygen>><br> <<click [[Swim towards exit|Lake Ruin]]>><<wateraction>><</click>><<loxygen>><br> <<click [[Search pots|Lake Pots]]>><<wateraction>><</click>><<loxygen>><br> <</if>> :: Lake Dock [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $laketeenspresent is 1>> You are on the swimming dock. Several teens accompany you on the dock. There is a bikini sitting on the edge with no signs of its owner. <<elseif $weather is “rain”>> You are on the swimming dock. The sound of the rain hitting the water surrounding you is almost deafening. <<if $hallucinations gte 1>>You can't see far, yet you feel like something watches you.<</if>> <<elseif $daystate is “day”>> You are on the swimming dock. The lake looks placid. You feel like the only person in the entire world. <<elseif $daystate is “night”>> <<if $laketeensfire is 1>> You are on the swimming dock. You can see the fire from the party a little ways in the distance. Stars dot the water. You feel like you are floating among them. <<else>> You are on the swimming dock. Stars dot the water. You feel like you are floating among them. <<if $hallucinations gte 1>>You feel like you are being watched.<</if>> <</if>> <<else>> You are on the swimming dock. The only sounds you hear are waves crashing upon the sides of the dock. <</if>> <<click [[Go swimming|Lake Depths]]>><</click>><br> :: Lake Mermaid [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<generatec1>><<person1>> You wake up unable to move. You're up to your neck in sand.<br><br> "You're awake," says a <<personstop>> <<Hes>> not alone. “You looked so peaceful asleep on the beach. We decided to turn you into a mermaid. We are almost done, we just want a picture." They step back to admire their handiwork. The <<person>> looks up, and fear darkens <<his>> face. <<He>> and <<his>> friends run.<br><br> <<endevent>><<generatey1>><<generatey2>><<generatey3>> Seconds later a shadow is cast over you. It's a group of teenagers. "What do we have here?” A <<person1>><<person>> says. <<He>> drops to <<his>> knees in front of you.<br><br> <<if $submissive gte 1150>> "P-please don't," you plead. <<elseif $submissive lte 850>> "Don't think I'm harmless," you say. "I'll rip you to pieces if you come near." <<else>> "Don't you dare," you say. <</if>> <br><br> "Don't worry," <<he>> says. "We aren't gonna touch you, but," <<he>> grins at <<his>> friends. ”I think this mermaid needs a makeover.” <<His>> friends kneel beside <<himstop>><br><br> <<if $penis isnot "none">> They expose their penises and play with them, just inches from your face. You struggle against the sand, but you can't budge. The <<person>> cums first. It shoots all over your forehead and dribbles around your eyes. The others follow suit, and soon you're covered from the neck up. <<else>> They expose their pussies and play with them, just inches from your face. You struggle against the sand, but you can't budge. The <<person>> cums first, and squirts all over your forehead. It dribbles around your eyes. The others follow suit, and you're soon covered in pussy juice from the neck up. <</if>><<set $facesemen += 5>> <br><br> "Aren't we nice?" the <<person>> says. They stand and leave, but not before taking pictures. Others along the shore watch.<<gtrauma>><<trauma 6>><<famerape30>><<status -30>><<llcool>><br><br> <<endevent>> <<click [[Struggle (0:30)|Lake Mershame]]>><<pass30>><</click>> :: Lake Mershame [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<generatey1>> You continue to struggle against the sand. A few people come for a closer look, and either laugh or take a picture. Or both. Until a <<person1>><<personcomma>> who kneels beside you digs you out. <<He>> at least suppresses <<his>> laughter.<br><br> <<endevent>> <<click [[Next|Lake Shore]]>><<set $eventskip to 1>><</click>> :: Lake Couple [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<set $lakecouple to 1>> <<generate1>><<generate2>><<person1>><<person2>> You walk into the light of the fire. You see them more closely now, a <<person1>><<person>> and <<person2>><<personstop>> “Hey," the <<person1>><<person>> says. "What are you doing out here alone? Come join us.”<br><br> <<click [[Join them (0:10)|Lake Couple 2]]>><<pass10>><</click>><br> <<click [[Decline and go on your way|Lake Campsite]]>><<endevent>><</click>><br> :: Lake Couple 2 [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You sit down beside them. "We're enjoying our time away from the city," the <<person2>><<person>> says while the <<person1>><<persons>> head rests on <<person2>><<his>> shoulder. You tell them a bit about yourself.<<lstress>><<lstress10>><br><br> After chatting for a bit, the <<person1>><<person>> shivers. "It's chilly tonight," <<he>> says. <<He>> pats <<his>> lap. "Come on. We'll keep each other warm."<br><br> <<click [[Sit on lap (0:10)|Lake Couple 3]]>><<pass10>><</click>><br> <<click [[Decline and go on your way|Lake Campsite]]>><<endevent>><</click>><br> :: Lake Couple 3 [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You sit on the <<person1>><<persons>> lap. You hear the couple kiss each other. You sit together for several minutes, listening to the fire crackle and the gentle ripple of the water.<<lstress10>><<ltrauma10>><<lstress>><<ltrauma>><br><br> The <<person2>><<person>> leans over and kisses your cheek. <<He>> looks at the <<person1>><<person>> as if for approval. The <<person>> leans in and kisses you too.<br><br> <<click [[Return Kisses|Lake Couple 4]]>><</click>><<promiscuous1>><br> <<click [[Pull away and leave|Lake Campsite]]>><<endevent>><</click>><br> :: Lake Couple 4 [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You kiss them back. One after the other, while the other kisses your cheek. Sometimes they kiss each other.<<promiscuity1>><br><br> "I'm sorry," the <<person2>><<person>> pants. "I should have asked first." You're not sure who <<hes>> addressing.<br><br> <<person1>>"It's getting late," the <<person>> says. "The tent is waiting."<br><br> <<if $promiscuity gte 15>> <<click [[Join them|Lake Couple 5]]>><</click>><<promiscuous2>><br> <</if>> <<if $exhibitionism gte 35>> <<click [[Strip and join them|Lake Couple 5]]>><<uppernaked>><<lowernaked>><<undernaked>><<set $phase to 1>><</click>><<exhibitionist3>><br> <</if>> <<click [[Part ways|Lake Campsite]]>><<endevent>><</click>><br> :: Lake Couple 5 [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> The <<person1>><<person>> holds your hand as you approach the tent. <<He>> lets go to enter and the <<person2>><<person>> follows <<person1>><<himstop>> <<if $phase is 1>> You take off your clothes and enter after them. You shuffle between the sheets and lie naked between two strangers.<<exhibitionism3>> <<else>> You enter the them and shuffle between the sheets, between the two strangers.<<promiscuity2>><br><br> <</if>> <<click [[Cuddle (0:30)|Lake Couple Cuddle]]>><<ltrauma30>><<lstress30>><</click>><<ltrauma>><<lstress>><br> <<if $promiscuity gte 35>> <<click [[Embrace and kiss|Lake Couple Sex]]>><<set $sexstart to 1>><</click>><<promiscuous3>><br> <</if>> <<click [[Shuffle out and be on your way|Lake Campsite]]>><<clotheson>><<endevent>><</click>><br> :: Lake Couple Cuddle [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You snuggle up to them and they cuddle back. You lie there for a while, feeling their warm bodies pressed against yours. It's comforting, but soon becomes stuffy in the small tent. You leave and let them get their sleep.<br><br> <<click [[Next|Lake Campsite]]>><<clotheson>><<endevent>><</click>><br> :: Lake Couple Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 200>> You roll over and embrace the <<person1>><<personstop>> You kiss <<himstop>> You feel the <<person2>><<person>> shift closer over behind you.<<person1>><<promiscuity3>><br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Lake Couple Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Lake Couple Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Lake Couple Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Lake Couple Sex]]>><</click>></span><<nexttext>> <</if>> :: Lake Couple Sex Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You lie with them a little longer, feeling the warmth of their bodies against yours. It's comforting, but soon becomes stuffy in the small tent. You leave and let them get their sleep<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You shove them away from you and leave the tent.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> They stop touching you and let you leave the tent.<br><br> <<clotheson>> <<endcombat>> <</if>> <<click [[Next|Lake Campsite]]>><</click>><br> :: Lake Journey [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $cool gte 160>> They're eager to have you along. They form around you and vie for your attention. Everyone knows the forest is dangerous, but you should be safe in a group.<<status 1>><<gcool>><br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<lakejourney>> <<else>> You arrive at the lake without a problem.<br><br> <<click [[Next|Lake Shore]]>><</click>><br> <</if>> <<elseif $cool gte 40>> They're happy to have you along. You chat as you travel, making sure to stay close. Everyone knows the forest is dangerous, but you should be safe in a group.<<status 1>><<gcool>><br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<lakejourney>> <<else>> You arrive at the lake without a problem.<br><br> <<click [[Next|Lake Shore]]>><</click>><br> <</if>> <<else>> They look at each other and smirk at your request, but they don't turn you down. Everyone knows the forest is dangerous, but you should be safe in a group.<<status 1>><<gcool>><br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<lakejourney>> <<else>> You're nearing the lake when someone shoves you from behind. You fall to the ground. The group laughs, and leaves you alone in the forest.<<gtrauma>><<gstress>><<trauma 3>><<stress 3>><br><br> <<click [[Next|Forest]]>><<set $forest to 30>><</click>><br> <</if>> <</if>> :: Lake Wolf Run [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You join the others in sprinting the rest of the way to the lake. You don't know if the wolf gave chase, but you all arrive safely.<br><br> <<click [[Lake|Lake Shore]]>><</click>><br> :: Lake Wolf Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "wolf">> You step towards the wolf. "Go," you say to the others. "It's not safe. I've got this." They must think you mad. You adopt an exaggerated combat stance. "Go!" you repeat. They they run towards the lake. Once alone, you drop to the ground and assume the position.<<deviancy2>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Lake Wolf Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Lake Wolf Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Lake Wolf Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Lake Wolf Sex]]>><</click>></span><<nexttext>> <</if>> :: Lake Wolf Sex Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the wolf wanders deeper into the forest.<Br><br> <<tearful>> you continue to the lake.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> <<tearful>> you watch the wolf flee deeper into the forest.<br><br> <<clotheson>> <<endcombat>> <<else>> The wolf wonders deeper into the forest. <<tearful>> you continue to the lake.<br><br> <<clotheson>> <<endcombat>> <</if>> <<click [[Next|Lake Shore]]>><</click>><br><br> :: Lake Lichen [nobr] <<set $outside to 0>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>> <<set $hallucinogen += 180>> The lichen crumbles at your touch, but you collect enough for your science project.<br><br> <span class="gold">You can add the lichen you found to your project in your room or the school library.<br><br></span> A warmth spreads through your fingers, up your arm and into the rest of your body. You feel lightheaded.<br><br> <i>You've been afflicted by a hallucinogen. You'll have the Hallucinations and Severe Hallucinations traits until it wears off. High trauma or awareness will also cause hallucinations.</i><br><br> <<if $tentacledisable is "f">> Tendrils rise from the dark. They dart towards you.<br><br> <<click [[Next|Lake Underwater Tentacles]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<generates1>><<person1>>A <<person>> emerges from the dark, naked save a necklace of ivory around <<his>> neck. <<He>> shouts something unintelligible, then lunges for you.<br><br> <<click [[Next|Lake Underwater Rape]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Lake Underwater Tentacles [nobr] <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<controlloss>> <<molested>> <<set $tentacleno to 6>> <<set $tentaclehealth to 8>> <<tentaclestart>> <</if>> <<underwater>><<effects>> <<effectstentacles>> <<tentacles>> <<statetentacles>> <<actionstentacles>> <<if $activetentacleno lte ($tentacleno / 2)>> <span id="next"><<click [[Next|Lake Underwater Tentacles Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Lake Underwater Tentacles]]>><</click>></span><<nexttext>> <</if>> :: Lake Underwater Tentacles Finish [nobr] <<underwater>><<effects>> The creature recoils from you and disappears into darkness. <<tearful>> you turn to the exit. <<clotheson>> <<endcombat>> <<click [[Next|Lake Ruin]]>><</click>><br> :: Lake Underwater Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $consensual to 0>> <<neutral1>> <<set $event to "molestationhome">> <<controlloss>> <<molested>> <<man1init>> <<if $penis isnot "none">><<set $penis to 0>><</if>><<if $vagina isnot "none">><<set $vagina to 0>><</if>> <<endif>> <<underwater>><<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Lake Underwater Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Lake Underwater Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Lake Underwater Rape]]>><</click>></span><<nexttext>> <</if>> :: Lake Underwater Rape Finish [nobr] <<set $outside to 1>><<set $location to "lake">><<underwater>><<effects>><<lakeeffects>> <<if $enemyhealth lte 0>> <<He>> recoils from you and disappears into darkness. <<tearful>> you turn to the exit.<br><br> <<clotheson>> <<endcombat>> <<else>> <<ejaculation>> <<He>> disappears into darkness. <<tearful>> you turn to the exit.<br><br> <<clotheson>> <<endcombat>> <</if>> <<click [[Next|Lake Ruin]]>><</click>><br> :: Lake Hang [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $rng gte 81>> You skip rocks across the lake's surface with several others. Someone's skips six times.<br><br> <<elseif $rng gte 61>> You help build a sandcastle, until it collapses under its own weight. You have a nice time regardless.<br><br> <<elseif $rng gte 41>> You play catch with a frisbee.<<physique3>><br><br> <<elseif $rng gte 21>> <<if $cool gte 160>> You chat with some students you recognise from your classes. A <<generates1>><<person1>><<person>> tries to impress you by entering the forest alone. <<He>> doesn't get far before a strange noise scares <<him>> back.<<ltrauma>><<trauma -3>><<endevent>><br><br> <<elseif $cool gte 40>> You chat with some students you recognise from your classes.<br><br> <<else>> You try to chat with some students you recognise from your classes. You're mostly ignored.<<gtrauma>><<trauma 3>><br><br> <</if>> <<else>> An impromptu game of tag starts. <<if $physique gte (($physiquemax / 7) * 6)>> No one can catch you.<<gcool>><<status 1>><<physique3>> <<elseif $physique gte (($physiquemax / 7) * 2)>> You give as good as you get.<<physique3>><br><br> <<else>> Once "it" you struggle to catch anyone.<<lcool>><<status -1>><<physique3>><br><br> <</if>> <</if>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $hour is 20>> It's getting late, and the shadows of the forest are lengthening. People are preparing to return to town. No one wants to be left to travel alone.<br><br> <<if $exposed lte 0>> <<click [[Go with them (0:30)|Lake Return Journey]]>><<set $foresthunt to 0>><<pass30>><</click>><br> <</if>> <<click [[Stay|Lake Shore]]>><</click>><br> <<elseif $danger gte (9900 - $allure)>> <<if $cool gte 160>> A <<generates1>><<person1>><<person>> approaches you. "H-hi," <<he>> says. "Umm, c-can I ask you something?" <<He>> takes a deep breath. "Will you kiss me? They said they'd leave me alone if I could get a kiss from you." <<He>> looks down and blushes. The Teenagers <<hes>> refering to watch from a rock not far away. You've seen them bully the <<person>> before.<br><br> <<click [[Kiss|Lake Kiss]]>><<status -1>><</click>><<promiscuous1>><<lcool>><br> <<click [[Refuse|Lake Refuse]]>><</click>><br> <<click [[Laugh|Lake Laugh]]>><<status 1>><</click>><<gcool>><br> <<else>> A <<generatey1>><<person1>><<person>> tackles you behind a rock and gropes you.<br><br> <<if $promiscuity gte 15>> <<click [[Grope back|Lake Hang Sex]]>><<set $sexstart to 1>><</click>><<promiscuous2>><br> <</if>> <<click [[Shove away|Lake Hang Shove]]>><</click>><br> <</if>> <<else>> <<click [[Hang out (0:30)|Lake Hang]]>><<pass30>><<lstress30>><<status 1>><</click>><<gcool>><<lstress>><br> <<click [[Stop|Lake Shore]]>><</click>><br> <</if>> :: Lake Kiss [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You grip <<his>> collar and pull <<him>> close. <<His>> eyes widen in surprise, but then close. You feel <<him>> shiver. The bullies on the rock stare, dumbfounded. One throws an empty bottle to the ground in disgust. They drop from the rock and walk away.<<promiscuity1>> You pull away from the <<personstop>> <<Hes>> blushing and tearing up. "Th-thank you." <<He>> turns and runs.<<famegood20>><br><br> <<endevent>> <<click [[Hang out (0:30)|Lake Hang]]>><<pass30>><<lstress30>><<status 1>><</click>><<gcool>><<lstress>><br> <<click [[Stop|Lake Shore]]>><</click>><br> :: Lake Refuse [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You shake your head. <<He>> smiles. "I know. It's unfair of me to ask. Thanks anyway." <<He>> walks away. The bullies on the rock jeer and taunt <<himstop>><br><br> <<endevent>> <<click [[Hang out (0:30)|Lake Hang]]>><<pass30>><<lstress30>><<status 1>><</click>><<gcool>><<lstress>><br> <<click [[Stop|Lake Shore]]>><</click>><br> :: Lake Laugh [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You burst into laughter. The bullies on the rock follow suit. The <<person>> looks down and runs into the forest.<br><br> <<endevent>> <<click [[Hang out (0:30)|Lake Hang]]>><<pass30>><<lstress30>><<status 1>><</click>><<gcool>><<lstress>><br> <<click [[Stop|Lake Shore]]>><</click>><br> :: Lake Hang Shove [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $rng gte 81>> You shove <<him>> off you. <<He>> sneers and climbs back on, gagging your mouth with <<his>> hand. "Don't try that again <<bitchcomma>>" <<he>> says. "This is happening."<br><br> <<click [[Next|Lake Hang Sex]]>><<set $molestationstart to 1>><</click>><br> <<else>> You shove <<him>> off you. <<He>> shrugs and leaves to find someone else to pester.<br><br> <<endevent>> <<click [[Hang out (0:30)|Lake Hang]]>><<pass30>><<lstress30>><<status 1>><</click>><<gcool>><<lstress>><br> <<click [[Stop|Lake Shore]]>><</click>><br> <</if>> :: Lake Hang Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 100>> <<promiscuity2>> <<endif>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $consensual to 0>> <<neutral1>> <<set $event to "molestationhome">> <<controlloss>> <<molested>> <<man1init>> <<set $mouthuse to "lefthand">><<set $lefthand to "mouth">> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Lake Hang Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Lake Hang Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Lake Hang Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Lake Hang Sex]]>><</click>></span><<nexttext>> <</if>> :: Lake Hang Sex Finish [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $enemyhealth lte 0>> <<He>> recoils in pain. <<tearful>> you run out into the open where <<he>> can't try that again.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> lies on <<his>> back and pants. <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<else>> <<He>> hesitates, but climbs off you. <<tearful>> you struggle to your feet as <<he>> wanders off.<br><br> <<clotheson>> <<endcombat>> <</if>> <<click [[Next|Lake Shore]]>><</click>><br> :: Lake Return Journey [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You join the others and enter the darkening forest. People don't talk much, until the lights of town can be seen between the trees.<br><br> <<click [[Next|Wolf Street]]>><</click>><br> :: Lake Wave [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> You wave at the <<personstop>> <<He>> waves back. <<Hes>> a distance away, but you think <<hes>> smiling.<br><br> <<click [[Next|Lake Shallows]]>><<endevent>><<set $eventskip to 1>><</click>><br> :: Lake Flash [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $upperexposed gte 2>> You bare your <<breasts>> above the water and wave. The <<person>> whistles at you. <<else>> You <<pullup>> your $upperclothes, baring your <<breasts>> for the <<personstop>> <<He>> whistles at you. <</if>> <<exhibitionism3>> <<click [[Next|Lake Shallows]]>><<endevent>><<set $eventskip to 1>><</click>><br> :: Lake Depths Swarm [nobr] <<if $molestationstart is 1>><<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $swarmname to "swarms">> <<set $swarmmove to "moving towards you">> <<set $swarmcreature to "fish">> <<set $swarmspill to "encircle you">> <<set $swarmsteady to "fend off">> <<set $swarmSteady to "Fend off">> <<set $swarmcount to 8>> <<set $swarm1 to "active">> <<set $swarm2 to "contained">> <<set $swarm3 to "contained">> <<set $swarm4 to "contained">> <<set $swarm5 to "contained">> <<set $swarm6 to "contained">> <<set $swarm7 to "contained">> <<set $swarm8 to "contained">> <<set $swarmactive to 1>> <<set $swimdistance to 12>> <<set $water to 1>> <</if>> <<if $swimdistance gte 8>> You're caught in the middle of the swarm. <<elseif $swimdistance gte 2>> You're escaping the swarm. <<else>> You've almost escaped. <</if>> <<water>><<effects>><<swarmeffects>> <<swarm>> <<swarmactions>> <<if $stress gte 10000>> <span id="next"><<click [[Next|Lake Depths Swarm Finish]]>><</click>></span><<nexttext>> <<elseif $swimdistance lte 0>> <span id="next"><<click [[Next|Lake Depths Swarm Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Lake Depths Swarm Finish [nobr] <<effects>> <<if $stress gte 10000>> It's all just too much for you. You pass out.<br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underoff isnot 0>> <<underruined>> <</if>> <<endcombat>> <<passoutlake>> <<else>> <<tearful>> you escape the swarms of fish. They don't pursue.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Lake Depths]]>><</click>><br> <</if>> :: Lake Vore [nobr] <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $combat to 1>> <<molested>> <<controlloss>> <<set $vorestage to 1>> <<set $vorecreature to "frog">> <<set $vorestrength to 1>> <</if>> <<water>><<effects>><<voreeffects>> <<vore>> <<voreactions>> <<if $stress gte 10000>> <span id="next"><<click [[Next|Lake Vore Finish]]>><</click>></span><<nexttext>> <<elseif $vorestage lte 0>> <span id="next"><<click [[Next|Lake Vore Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Lake Vore Finish [nobr] <<water>><<effects>> <<if $stress gte 10000>> It's all just too much for you. You pass out.<br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underoff isnot 0>> <<underruined>> <</if>> <<endcombat>> <<passoutlake>> <<else>> <<tearful>> you haul yourself out of the $vorecreature's maw. It disappears back into the depths.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Lake Depths]]>><</click>><br> <</if>> :: Lake Ritual [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<set $forest to 10>> <<set $leftarm to "bound">><<set $rightarm to "bound">> <<upperruined>><<lowerruined>><<underruined>> <<generate1>><<person1>> <<if $pronoun is "m">> <<generatem2>><<generatem3>><<generatem4>><<generatem5>><<generatem6>> <<else>> <<generatef2>><<generatef3>><<generatef4>><<generatef5>><<generatef6>> <</if>> You awaken naked on a stone slab with your arms tied down. All around you loom <<monks>> wearing ceremonial attire. They chant in a language you don't understand. They fall silent, then reach for you.<br><br> <<click [[Next|Lake Ritual Molestation]]>><<set $molestationstart to 1>><</click>><br> :: Lake Ritual Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $consensual to 0>> <<neutral1>> <<set $event to "molestationhome">> <<controlloss>> <<molested>> <<man1init>> <<npcidlegenitals>> <<set $enemyarousalmax /= 2>> <<set $enemyarousal /= 2>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Lake Ritual Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Lake Ritual Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Lake Ritual Molestation]]>><</click>></span><<nexttext>> <</if>> :: Lake Ritual Molestation Finish [nobr] <<effects>> <<if $enemyhealth lte 0>> They back away from you, not wanting to be the next one hit. They whisper amongst themselves for a moment, then disappear into the forest.<br><br> You struggle against the bonds holding you in place. You feel them become looser, and they soon snap.<br><br> <<clotheson>> <<endcombat>> <<else>> <<ejaculation>> "The ritual is complete," the <<person1>><<person>> stammers. "We can return to the temple." They disappear into the forest. They don't untie you.<br><br> You struggle against the bonds holding you in place. You feel them become looser, and they soon snap.<br><br> <<clotheson>> <<endcombat>> <</if>> <<pass20>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <<set $stress -= 1000>> :: Lake Boar Stand [nobr] <<set $outside to 1>><<effects>><<lakeeffects>> You stand your ground. The boar doesn't consider long before charging you. <<if $rng gte 51>> Before it reaches you however, it runs in a semicircle and back towards the forest. You hear a splash in the lake behind you, but when you turn there's nothing there.<br><br> <<set $eventskip to 1>> <<destinationlake>> <<else>> It knocks you to the ground with its first pass, and leaps on you with the second.<br><br> <<click [[Next|Lake Boar Rape]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Lake Boar Run [nobr] <<set $outside to 1>><<effects>><<lakeeffects>> You sprint away from the boar. You hear it's paws breaking the dirt behind you. <<if $physique gte $rng * 100 + 6000>> <span class="green">You run fast enough that the boar gives up.</span> You turn and see it returning to the litter by the tree. <<set $eventskip to 1>> <<destinationlake>> <<else>> <span class="red">You're not fast enough.</span> The boar knocks you to the ground and leaps on top of you.<br><br> <<click [[Next|Lake Boar Rape]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Lake Boar Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">><<set $beasttype to "boar">> <<beast1init>> <<set $beaststance to "top">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Lake Boar Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Lake Boar Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Lake Boar Rape]]>><</click>></span><<nexttext>> <</if>> :: Lake Boar Rape Finish [nobr] <<set $outside to 1>><<set $location to "lake">><<effects>><<lakeeffects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the boar returns to the litter by the tree.<br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<set $eventskip to 1>> <<destinationlake>> <<elseif $enemyhealth lte 0>> The boar squeals and flees into the trees.<br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<set $eventskip to 1>> <<destinationlake>> <</if>>
fire2244/degrees
game/loc-lake.twee
twee
unknown
67,453
:: Widgets Museum [widget] <<widget "museumdonate">><<nobr>> <<if $antiquebox is "found">> <<set $antiquebox to "talk">> <</if>> <<if $antiquesilverring is "found">> <<set $antiquesilverring to "talk">> <</if>> <<if $antiquegoldnecklace is "found">> <<set $antiquegoldnecklace to "talk">> <</if>> <<if $antiqueivorynecklace is "found">> <<set $antiqueivorynecklace to "talk">> <</if>> <</nobr>><</widget>> <<widget "museumtalk">><<nobr>> <<if $antiquebox is "talk">> <<click [[Ask about box|Museum Box]]>><<set $antiquebox to "museum">><<set $winterlove += 1>><</click>><<glove>><br> <</if>> <<if $antiquesilverring is "talk">> <<click [[Ask about silver ring|Museum Silver Ring]]>><<set $antiquesilverring to "museum">><<set $winterlove += 1>><</click>><<glove>><br> <</if>> <<if $antiquegoldnecklace is "talk">> <<click [[Ask about gold necklace|Museum Gold Necklace]]>><<set $antiquegoldnecklace to "museum">><<set $winterlove += 1>><</click>><<glove>><br> <</if>> <<if $antiqueivorynecklace is "talk">> <<click [[Ask about ivory necklace|Museum Ivory Necklace]]>><<set $antiqueivorynecklace to "museum">><<set $winterlove += 1>><</click>><<glove>><br> <</if>> <</nobr>><</widget>> :: Museum Lock [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> The museum is closed. A sign on the door reads.<br><br> "Open weekends<br> 9:00 - 6:00" <br><br> <<click [[Leave|Oxford Street]]>><</click>><br> :: Museum [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $museumintro isnot 1>><<set $museumintro to 1>><<set $phase to 0>> <<winter>><<person1>>You enter the dim museum. Small windows peek down from just beneath the high ceiling, doing little to break the gloom. The other rooms are no better.<br><br> Winter stands polishing a brass pot. <<He>> regards you with a level stare. "Don't touch anything," <<he>> says. "I doubt you've washed your hands."<br><br> <<click [[Respond indignantly|Museum Intro]]>><<set $submissive -= 1>><<set $phase to 0>><</click>><br> <<click [[Respond obediently|Museum Intro]]>><<set $submissive += 1>><<set $phase to 1>><<set $winterlove += 1>><</click>><<glove>><br> <<click [[Respond flirtatiously|Museum Intro]]>><<set $phase to 2>><<set $winterlove -= 1>><</click>><<promiscuous1>><<llove>><br> <<else>> You are inside the museum. Items of historic value cover the walls and perch on pedestals.<br><br> <<museumtalk>> <<if $antiquemoney gt 0>> <<click [[Sell antiques|Museum Sell]]>><<museumdonate>><</click>><br> <</if>> <br> <<click [[Leave|Oxford Street]]>><</click>><br> <</if>> :: Museum Intro [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> <<if $submissive gte 1150>> "I-I thought you'd be happy I was showing interest," you say. <<elseif $submissive lte 850>> You put your hands on your hips. "Is that how you always greet people?" you ask. "I though you'd be happy I was showing interest." <<else>> "I expected you to be happy I was showing interest," you say. <</if>> <br><br> A vein twitches on <<his>> forehead as <<he>> stares at you. "You shouldn't speak to your elders that way," <<he>> says. "But that was rude of me." <<elseif $phase is 1>> <<if $submissive gte 1150>> You nod, and keep your hands firm at your sides. <<elseif $submissive lte 850>> You clench your firsts and look away. "Sure," you say. "Why would I want to touch these dumb things anyway?" <<else>> "I will," you say, keeping your hands firm at your sides. <</if>> <br><br> "Good," <<he>> says. "Forgive my caution, but some of these are very old." <<else>> <<if $submissive gte 1150>> "I am very dirty," you purr. "Would you help wash me?" <<elseif $submissive lte 850>> "That's okay," you purr. "You're the only antique I want to touch." <<else>> "The only thing I want to touch is you," you purr. <</if>> <<promiscuity1>> "What insolence," <<he>> sneers. "I suppose I should expect no better. Don't think I won't ban you from the premises." <</if>> <br><br> <<He>> places the pot back on its pedestal. "It's a sorry collection for an area so rich in history. The mayor's office agrees, and has set aside funds to reward anyone who provides local antiques."<br><br> <<He>> starts polishing an ornate breastplate. "If you find anything, I'll appraise it. I won't hold my breath."<br><br> <<endevent>> <<click [[Next|Museum]]>><</click>><br> :: Museum Sell [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<winter>><<person1>> <<if $antiquemoney gte 1000>> Winter dons a pair of gloves and appraises the goods. <<His>> scepticism fades as <<he>> works. "Where did you get this?" <<he>> asks. <<He>> doesn't wait for an answer, but places £$antiquemoney on the table.<<glove>><<set $winterlove += 1>><br><br> <<He>> takes the goods into a back room.<br><br> <<elseif $antiquemoney gte 200>> Winter dons a pair of gloves and appraises the goods. "Thank you," <<he>> says. "Your contribution is noted." <<he>> places £$antiquemoney on the table.<br><br> <<He>> takes the goods into a back room.<br><br> <<else>> Winter dons a pair of gloves and appraises the goods. Without a word, <<he>> places £$antiquemoney on the table.<br><br> <<He>> takes the goods into a back room.<br><br> <</if>> <<set $money += ($antiquemoney * 100)>><<set $antiquemoneyhistory += $antiquemoney>><<set $antiquemoney to 0>> <<click [[Next|Museum]]>><</click>><br> :: Museum Box [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<winter>><<person1>>Winter picks up the small box you brought. "It's a jewelry case," <<he>> says. "They would have made thousands of these. Very few have survived. That the lock still works is a miracle."<br><br> <<click [[Next|Museum]]>><<endevent>><</click>> :: Museum Silver Ring [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<winter>><<person1>>Winter holds the silver ring up to the light and examines it. "Common jewelry," <<he>> says. "And of enduring metal. There's a lot of these around. This one was worn by someone who lived here. There's value there, I think. Thanks for bringing it."<br><br> <<click [[Next|Museum]]>><<endevent>><</click>> :: Museum Gold Necklace [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<winter>><<person1>>Winter turns the gold necklace in <<his>> palm. "This is magnificent," <<he>> says. "Worn by someone of note I imagine. Where did you find it?"<br><br> <<click [[Tell|Museum Tell]]>><<set $winterlakeknown to 1>><</click>><br> <<click [[Keep secret|Museum Secret]]>><</click>><br> :: Museum Tell [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> "The lake," <<he>> says. "Buried on the shore I suppose. Interesting. I've heard there's evidence of old structures there. Maybe I'll take a look."<br><br> <<click [[Next|Museum]]>><<endevent>><</click>> :: Museum Secret [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<He>> frowns and nods. "That's your right," <<he>> says. "Maybe I'll puzzle it out on my own."<br><br> <<click [[Next|Museum]]>><<endevent>><</click>> :: Museum Ivory Necklace [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<winter>><<person1>>"The ivory necklace?" Winter says. "I have to send it away. Terrible shame, but I was told to inform the mayor's office should I acquire anything fitting that description. They've sent someone to pick it up." <<He>> shakes <<his>> head. "Best not interfere with those types."<br><br> <<click [[Next|Museum]]>><<endevent>><</click>>
fire2244/degrees
game/loc-museum.twee
twee
unknown
7,580
:: Widgets Passout Park [widget] <<widget "passoutpark">><<nobr>> [[Everything fades to black...->Passout park]] <</nobr>><<endwidget>> :: Passout park [nobr] You've pushed yourself too much.<br><br> <<passout>> <<set $dangerpark to 0>> <<set $safepark to 0>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>> <<set $dangerpark to random(1, 100)>> <<elseif $danger lt (9900 - $allure)>> <<set $safepark to random(1, 100)>> <<endif>> <<if $dangerpark gte 81>><<click [[Wake up|Abduction]]>><<set $molestationstart to 1>><</click>> <<elseif $dangerpark gte 1>> <<if $bestialitydisable is "f">> <<click [[Wake up|Dog Park]]>><<set $molestationstart to 1>><<endclick>> <<else>> <<click [[Wake up|Abduction]]>><<set $molestationstart to 1>><</click>> <</if>> <<endif>> <<if $safepark gte 1>><<ambulance>><<endif>> <<pass60>> <<set $trauma to $trauma +10>><<set $stress to $stress - 2000>> :: Dog Park [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpark">> <<beast1init>><<set $beasttype to "dog">> You awaken to find yourself being dragged behind a bush by a strange dog. <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->Dog Park Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Dog Park Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Dog Park Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Dog Park]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Dog Park Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Dog Park Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Dog Park]]>><</click>></span><<nexttext>> <<endif>> :: Park Woman [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "parkwoman">> <<strangewoman1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->Park Woman Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Park Woman Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Park Woman Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Park Woman]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Park Woman Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Park Woman Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Park Woman]]>><</click>></span><<nexttext>> <<endif>> :: Park Woman Alarm Double-click this passage to edit it. :: Park Woman Ejaculation [nobr] <<effects>> <<He>> tenses and presses <<his>> mouth against your neck to muffle the sound of <<his>> climax.<br><br> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> gives you a hard bite then leaves you without a word<<violence3>><br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> gets up and leaves you lying on the grass.<br><br> <<else>> Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> leaves you lying on the grass.<<set $money to $money + 500>><br> You've gained £5.<br><br> <</if>> <<tearful>> you struggle to your feet. You know you're not out of danger yet.<br><br> <<clotheson>> <<endcombat>> <<parkeventend>> :: Park Woman Escape [nobr] <<effects>> <<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you run, giving little heed to prying eyes, before collapsing in a bed of flowers. You're safe.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<parkeventend>> :: Dog Park Alarm Double-click this passage to edit it. :: Dog Park Ejaculation [nobr] <<beastejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> bites you on the thigh, then leaves you lying on the grass.<<violence3>><br><br> <<elseif $enemyanger gte 1>> <<He>> barks, then leaves you lying on the grass.<br><br> <<else>> <<He>> licks your <<genitals>> then darts away.<<neutral5>><br><br> <</if>> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<set $stress -= 1000>><<set $eventskip to 1>> <<destination>> :: Dog Park Escape [nobr] <<effects>> The dog whimpers and flees into a bush. <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<set $stress -= 1000>><<set $eventskip to 1>> <<destination>> :: Widgets Park [widget] <<widget "park">><<nobr>> <<click [[Park (0:05)|Park]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "parkquick">><<nobr>> <<click [[Park|Park]]>><</click>> <</nobr>><</widget>> <<widget "parkeventend">><<nobr>> <<click [[Next|Park]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Men's Toilets [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "parkmens">> You are in the men's toilets in the park. <<if $storelocation is "parkmens">> Your clothes are stored beneath the sinks. <</if>> <br><br> <<if $stress gte 10000>><<passoutpark>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $playergenderappearance is "f" and $eventskip is 0>> <<eventstoilets>> <<else>> <<set $storelocationinit to "parkmens">><<stripstoreactions>> <<click [[Masturbate|Men's Toilets Masturbation]]>><<set $masturbationstart to 1>><</click>><br> <<if $storelocation isnot "parkmens">> <<click [[Leave|Park]]>><</click>> <<elseif $exposed gte 2 and $exhibitionism gte 55>> <<click [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 2>><</click>><<exhibitionist4>> <<elseif $exposed is 1 and $exhibitionism gte 35>> <<click [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 1>><</click>><<exhibitionist3>> <<elseif $exposed lte 0>> <<click [[Leave|Park]]>><</click>> <</if>> <</if>> <</if>> <<set $eventskip to 0>> :: Women's Toilets [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "park">> You are in the women's toilets in the park. <<if $storelocation is "parkwomens">> Your clothes are stored beneath the sinks. <</if>> <br><br> <<if $stress gte 10000>><<passoutpark>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $playergenderappearance is "m" and $eventskip isnot 1>> <<eventstoilets>> <<else>> <<set $storelocationinit to "parkwomens">><<stripstoreactions>> <<click [[Masturbate|Women's Toilets Masturbation]]>><<set $masturbationstart to 1>><</click>><br> <<if $storelocation isnot "parkwomens">> <<click [[Leave|Park]]>><</click>> <<elseif $exposed gte 2 and $exhibitionism gte 55>> <<click [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 2>><</click>><<exhibitionist4>> <<elseif $exposed is 1 and $exhibitionism gte 35>> <<click [[Sneak Out|Park Toilets Sneak]]>><<set $phase to 1>><</click>><<exhibitionist3>> <<elseif $exposed lte 0>> <<click [[Leave|Park]]>><</click>> <</if>> <</if>> <</if>> <<set $eventskip to 0>> :: Widgets Events Toilets [widget] <<widget "eventstoilets">><<nobr>> <<generate1>><<person1>>You enter the toilets, and hear a voice shout behind you. "I saw you go in there, pervert!" A <<person>> storms in, eyes livid. "I'll give exactly what you deserve!"<br><br> <<click [[Next|Toilets Molestation]]>><<set $molestationstart to 1>><</click>> <<if $playergenderappearance isnot $playergender>><<set $toiletsmistake to 1>><</if>> <</nobr>><</widget>> <<widget "eventstoiletssafe">><<nobr>> <<if $weather is "rain">> Rain hammers against the small windows.<br><br> <<else>> Wind rattles the small windows.<br><br> <</if>> <<if $bus is "parkmens">> <<click [[Next|Men's Toilets]]>><<set $eventskip to 1>><</click>><br> <<else>> <<click [[Next|Women's Toilets]]>><<set $eventskip to 1>><</click>><br> <</if>> <</nobr>><</widget>> :: Toilets Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $enemyanger += 150>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> Your cries echo against the tiles, but no one comes.<br><br> <</if>> <<if $enemyarousal lt $enemyarousalmax and $enemyhealth gte 1>> <span id="next"><<click [[Next|Toilets Molestation]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Toilets Molestation Finish]]>><</click>></span><<nexttext>> <</if>> :: Toilets Molestation Finish [nobr] <<effects>> <<if $enemyhealth lte 0>> <<He>> falls back against the sinks, giving you the chance you need. <<tearful>> you flee the scene.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $playergender is $playergenderappearance and $toiletsmistake is 1>><<set $toiletsmistake to 0>> "This is your fault for looking like <<if $playergender is "m">>a girl<<else>>a boy<</if>>." <<He>> shoves you out the door.<br><br> <<else>> "Let that be a lesson for you." <<He>> shoves you out the door.<br><br> <</if>> <<tearful>> you struggle to your feet.<br><br> <<clotheson>> <<endcombat>> <</if>> <<parkquick>> :: Park Toilets Sneak [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">> You <<nervously>> poke your head outside. There's no one around. You leave the safety of the buliding, your <<lewdness>> on display. <<if $phase is 1>> <<exhibitionism3>> <<elseif $phase is 2>> <<exhibitionism4>> <</if>> <br><br> <<click [[Next|Park]]>><</click>><br> <<set $eventskip to 0>> :: Park Lichen [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">> You approach the statue in the middle of the park. It's covered in white lichen. You could collect some for your science project, but the plinth is taller than you.<br><br> <<click [[Climb up (0:30)|Park Lichen Climb]]>><<pass30>><<set $sciencelichenpark to 1>><<set $introavery to 1>><<pass30>><</click>><br> <<click [[Ask someone for help (0:30)|Park Lichen Help]]>><<set $sciencelichenpark to 1>><<set $introavery to 1>><<pass30>><</click>><br> <<click [[Leave|Park]]>><</click>><br> :: Park Lichen Climb [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">> <<if $physique gte $rng * 100 + 6000>> You <span class="green">successfully</span> climb onto the plinth. The lichen is attached firm, but you manage to pry it free with some effort. A few heads turn but no one bothers you until you hear a voice shout from across the park. "Oi!" It's a <<generate2>><<person2>><<person>> dressed as a police officer. "Get down from there or I'll have your hide."<<gstress>><<stress 6>><br><br> <<click [[Explain yourself|Park Lichen Explain]]>><</click>><br> <<click [[Run|Park Lichen Run]]>><</click>><br> <<else>> You reach up and try to lift your body, but your arms give way and you tumble to the ground.<<gstress>><<gpain>><<stress 6>><<pain 6>><br><br> <<avery>><<person1>>You hear a <<if $pronoun is "m">>man's<<else>>woman's<</if>> laughter. Before you can recover a pair of arms picks you up by your shoulders. Not stopping there, <<he>> holds you by the hips and helps lift you with surprising strength. It's enough for you to clamber up. <<if $skirt is 1>> You feel your face flush as you realise <<he>> could have seen up your $lowerclothes. If <<he>> did <<he>> gives no sign. <</if>> <<He>> smiles at you. "Why'd you want to go up there anyway?"<br><br> <<click [[Honest|Park Lichen Honest]]>><</click>><br> <<click [[Evasive|Park Lichen Evasive]]>><</click>><br> <</if>> :: Park Lichen Help [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">> You look around for someone who might help. You see a <<avery>><<person1>><<if $pronoun is "m">>man<<else>>woman<</if>> already watching you. <<He>> laughs and approaches you. <<He>> says nothing, but grabs you by the hips and helps lift you with surprising strength. It's enough for you to clamber up. <<if $skirt is 1>> You feel your face flush as you realise <<he>> could have seen up your $lowerclothes. If <<he>> did <<he>> gives no sign. <</if>> <<He>> smiles at you. "Why'd you want to go up there anyway?"<br><br> <<click [[Honest|Park Lichen Honest]]>><</click>><br> <<click [[Evasive|Park Lichen Evasive]]>><</click>><br> :: Park Lichen Run [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">> <<person2>>You turn away from the <<person>> and jump from the plinth. Right into the arms of a waiting <<avery>><<person1>><<if $pronoun is "m">>man<<else>>woman<</if>>. The <<person2>><<person2>><<person>> runs around the plinth, but stops when <<he>> sees the newcomer. "This your <<girl>> then?" <<he>> says. "<<pShe>> was defacing public property."<br><br> "<<pShes>> done no such thing," the <<person1>><<if $pronoun is "m">>man<<else>>woman<</if>> says, holding you tight. <<He>> glares at the <<person2>><<personstop>> "And you know it."<br><br> The <<person>> seems less confident. <<He>> sheathes <<his>> baton and turns away.<br><br> <<person1>>The newcomer releases you from <<his>> arms and smiles. "I hope you're okay," <<he>> says. "I'm Avery. I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."<br><br> <<click [[Accept|Park Lichen Accept]]>><</click>><br> <<click [[Refuse|Park Lichen Refuse]]>><</click>><br> :: Park Lichen Explain [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">> <<if $submissive gte 1150>> "I-it's for my science project," you say. <<elseif $submissive lte 850>> "I need it to win the science fair," you say. <<else>> "I need lichen for my science project," you say. <</if>> <br><br> "Is that right?" <<he>> says. "Looks like you're defacing a statue to me." <<He>> raises <<his>> baton and rubs <<his>> palm with it.<br><br> "<<avery>><<person1>><<pShes>> doing no such thing," a <<if $pronoun is "m">>man's<<else>>woman's<</if>> voice says from behind you. <<He>> walks around the statue and glares at the <<person2>><<personstop>> "And you know it."<br><br> The <<person>> seems less confident. "This your <<girl>> then? Tell <<phim>> to get down from there." <<He>> sheathes <<his>> baton and turns away.<br><br> <<person1>>The newcomer offers an arm and helps you climb down. "Did I hear you right," <<he>> says. "A scientist in the making?" <<He>> smiles. "I'm Avery. I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."<br><br> <<click [[Accept|Park Lichen Accept]]>><</click>><br> <<click [[Refuse|Park Lichen Refuse]]>><</click>><br> :: Park Lichen Honest [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">> <<if $submissive gte 1150>> "I-it's for my science project," you say. <<elseif $submissive lte 850>> "I need it to win the science fair," you say. <<else>> "I need lichen for my science project," you say. <</if>> <br><br> "A scientist in the making?" <<he>> says. "I'll help you down when you're done. I'm only out for a stroll, there's no rush."<br><br> The lichen is attached firm, but you manage to pry it free with some effort. <<He>> offers an arm and helps you climb down. "I'm Avery," <<he>> says. "I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."<br><br> <<click [[Accept|Park Lichen Accept]]>><</click>><br> <<click [[Refuse|Park Lichen Refuse]]>><</click>><br> :: Park Lichen Evasive [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">> <<if $submissive gte 1150>> "I-it's nothing," you say. <<elseif $submissive lte 850>> "None of your business," you say. <<else>> "School stuff," you say. <</if>> <br><br> <<He>> nods. "I'll help you down when you're done. I'm only out for a stroll, there's no rush."<br><br> The lichen is attached firm, but you manage to pry it free with some effort. <<He>> offers an arm and helps you climb down. "I'm Avery," <<he>> says. "I bet you're thirsty after that. Would you like to get a drink? I know this cute little place."<br><br> <<click [[Accept|Park Lichen Accept]]>><</click>><br> <<click [[Refuse|Park Lichen Refuse]]>><</click>><br> :: Park Lichen Accept [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "park">> <<He>> leads you to a small cafe at the edge of the park. <<He>> orders a coffee for <<him>> and some fruit juice for you. The <<generate3>><<person3>><<if $pronoun is "m">>waiter<<else>>waitress<</if>><<person1>> thinks you're Avery's <<if $playergenderappearance is "m">>son<<else>>daughter<</if>>. <<He>> is old enough to be your <<if $pronoun is "m">>father<<else>>mother<</if>>, but <<hes>> in good shape. <<He>> smiles at you across the table.<br><br> You talk with Avery over the drinks. <<He>> asks a lot of questions, but is reluctant to answer yours. <<He>> doesn't take <<his>> eyes off you.<br><br> <<Hes>> asking if you're happy at school when interrupted by a buzzing in <<his>> pocket. "I'm sorry," <<he>> says. "It's work. I need to go." <<He>> stands up, then hesitates a moment before leaning close.<br><br> <<click [[Smooch|Park Lichen Smooch]]>><<set $averylove += 1>><</click>><<glove>><<promiscuous1>><br> <<click [[Stay still|Park Lichen Still]]>><<set $averylove += 1>><</click>><<glove>><br> <<click [[Move away|Park Lichen Move]]>><</click>><br> :: Park Lichen Refuse [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "park">> <<He>> frowns for a moment, but covers it with a smile. "Of course," <<he>> says. I'm sure you're busy. I'll see you around."<br><br> <span class="gold">You can add the lichen you found to your project in your room or the school library.<br><br></span> <<click [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</click>><br> :: Park Lichen Smooch [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "park">> You lean in and plant a kiss on <<his>> lips. <<He>> kisses back.<<promiscuity1>><br><br> <<He>> pulls away and glances around the cafe as if concerned about who's watching. "I'll be in touch," <<he>> says, smiling.<br><br> You leave soon after <<himcomma>> but <<hes>> already gone.<br><br> <span class="gold">You can add the lichen you found to your project in your room or the school library.<br><br></span> <<click [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</click>><br> :: Park Lichen Still [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "park">> <<He>> plants a kiss on your cheek and smiles. "I'll be in touch."<br><br> You leave soon after <<himcomma>> but <<hes>> already gone.<br><br> <span class="gold">You can add the lichen you found to your project in your room or the school library.<br><br></span> <<click [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</click>><br> :: Park Lichen Move [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "park">> <<He>> tries to plant a kiss on your cheek, but you pull away. <<He>> raises <<his>> hand as if to pull you back, but catches <<himself>> and smiles. "I'll be in touch."<br><br> You leave soon after <<himcomma>> but <<hes>> already gone.<br><br> <span class="gold">You can add the lichen you found to your project in your room or the school library.<br><br></span> <<click [[Next|Park]]>><<endevent>><<set $eventskip to 1>><</click>><br>
fire2244/degrees
game/loc-park.twee
twee
unknown
21,033
:: Hospital Arrest [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<generate1>><<generate2>>Two police officers are sitting in the lobby. They stand when you approach. "You're under arrest. Please come quietly."<br><br> <<click [[Run|Hospital Arrest Run]]>><<crime100>><</click>><<crime>><br> <<click [[Go quietly|Hospital Arrest Journey]]>><</click>><br> :: Hospital Arrest Run [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You turn and run from the hospital.<<physique>><br><br> <<if $physique gte $rng * 100 + 6000>> <<set $rng to random(1, 100)>> <<if $rng gte 81>> With the police close on your heels you run down streets and alleys, but they're persistent. You <span class="green">succeed</span> in gaining distance on them, but round a corner and find yourself facing a dead end.<br><br> <<endevent>> You're about to give up when a small hatch opens at the base of a nearby wall. You have no idea what's inside, but it's that or face the police.<br><br> <<click [[Go through the Hatch|Hospital Arrest Molestation]]>><<set $molestationstart to 1>><</click>><br> <<click [[Surrender to the police|Hospital Arrest Surrender]]>><<endevent>><</click>><br> <<else>> With the police close on your heels you run down streets and alleys. The police aren't able to keep up, and you <span class="green">succeed</span> in escaping them.<br><br> <<click [[Next|Industrial alleyways]]>><<endevent>><</click>><br> <</if>> <<else>> You try to run from the hospital, but <span class="red">fail</span> to outrun the police. They tackle you to the ground.<br><br> <<click [[Next|Hospital Arrest Journey]]>><</click>><br> <</if>> :: Hospital Arrest Journey [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> They cuff you and lead you to their waiting car. They put you in the back, climb in the front and set off.<<set $leftarm to "bound">><<set $rightarm to "bound">><br><br> <<if $crime gte 5000>> The driver, a <<person1>><<personcomma>> looks back at you. "You've been a bad <<girl>> haven't you? Caused all sorts of problems."<br><br> <<His>> partner, a <<person2>><<personcomma>> interjects, "Watch the road."<br><br> The <<person2>><<person>> is about to say something, but thinks better of it and looks back at the road. No one says anything for awhile.<br><br> <<if $promiscuity gte 15>> <<click [[Offer your body in return for letting you go|Hospital Arrest Offer]]>><</click>><<promiscuous2>><br> <</if>> <<click [[Sit quietly|Hospital Arrest Sit]]>><</click>><br> <<else>> The driver, a <<person1>><<personcomma>> looks back at you. "If you cooperate, everything will be fine."<br><br> <<if $promiscuity gte 15>> <<click [[Offer your body in return for letting you go|Hospital Arrest Offer]]>><</click>><<promiscuous2>><br> <</if>> <<click [[Sit Quietly|Hospital Arrest Sit]]>><</click>><br> <</if>> :: Hospital Arrest Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<set $inside to 1>><<generate1>><<generate2>><<generate3>><<generate4>><<man1init>> You crawl through the hole and into darkness. You hear the hatch shut behind you as the lights come on, revealing four people. <<person1>>"What do we have here?" says a <<personstop>> "Do you think they'd want <<phim>> below?"<br><br> "Dunno," responds a <<person2>><<personcomma>> who crouches beside you. "I think we should try <<phim>> ourselves first."<br><br> <<set $enemytrust -= 40>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Hospital Arrest Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Hospital Arrest Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $pain gte 100 and $phase is 1>> <span id="next"><<click [[Next|Hospital Arrest Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Hospital Arrest Molestation]]>><</click>></span><<nexttext>> <</if>> :: Hospital Arrest Surrender [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<generate1>><<generate2>>You decide against going through the strange hatch. The police arrive, panting. One of them threatens you with a taser. "We've got you," <<he>> says. "You're coming with us."<br><br> <<click [[Next|Hospital Arrest Journey]]>><</click>><br> :: Hospital Arrest Offer [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $crime gte 5000>> <<set $seductiondifficulty to 10000>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> <<if $seductionrating gte $seductionrequired>> You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.<<promiscuity2>><br><br> The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."<br><br> "Stop," says the <<person2>><<personstop>> "You're embarrassing yourself."<br><br> The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."<br><br> The <<person2>><<person>> doesn't respond for a moment. The <<person1>><<person>> opens <<his>> mouth to argue again, but is interrupted. "Pull over."<br><br> The <<person2>><<person>> drags you from the car and down an alleyway. You come to a metal door which <<he>> shoves you through with enough force that you almost fall over. You think you're in an empty warehouse.<br><br> "Don't think you're getting off easy," <<he>> says. "Scum like you are treated far too leniently. No, you're getting what you deserve."<br><br> <<click [[Next|Police Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.<<promiscuity2>><br><br> The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."<br><br> "Stop," says the <<person2>><<personstop>> "You're embarrassing yourself."<br><br> The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."<br><br> "I said no," the <<person2>><<person>> reponds, <<his>> tone quelling any further argument. It was worth a try.<br><br> <<click [[Next|Hospital Arrest Sit]]>><</click>><br> <</if>> <<else>> <<set $seductiondifficulty to 6000>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> <<if $seductionrating gte $seductionrequired>> You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.<<promiscuity2>><br><br> The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."<br><br> "Stop," says the <<person2>><<personstop>> "You're embarrassing yourself." The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."<br><br> The <<person2>><<person>> doesn't respond for a moment. The <<person1>><<person>> opens <<his>> mouth to argue again, but is interrupted. "Pull over."<br><br> The <<person2>><<person>> drags you from the car and down an alleyway. You come to a metal door which opens into a large open area. You think you're in an abandoned warehouse.<br><br> <<click [[Next|Police Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> You look at the <<person1>><<person>> through the mirror. "I know I've been naughty," you say. "But I'd be very thankful if you let me go. Very thankful." You stretch out on the back seat, displaying your figure.<<promiscuity2>><br><br> The <<person2>><<person>> doesn't seem impressed, but the <<person1>><<person>> feels differently. "No one knows we have <<phim>> anyway. It'll just be more paperwork."<br><br> "Stop," says the <<person2>><<personstop>> "You're embarrassing yourself." The <<person1>><<persons>> voice lowers. "We'll be able to do whatever we like to <<phim>> though, it's not like <<pshe>> can refuse."<br><br> "I said no," the <<person2>><<person>> reponds, <<his>> tone quelling any further argument. It was worth a try.<br><br> <<click [[Next|Hospital Arrest Sit]]>><</click>><br> <</if>> <</if>> :: Hospital Arrest Sit [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<pass5>>You sit quietly for the remainder of the journey. Before long you're pulling up to the police station on Barb Street. Once out the car, they lead you inside. You walk down a flight of metal steps and down a grim-looking corridor. At the end they open one of the tiny cells, and shove you inside. "Sit tight," The <<person1>><<person>> says. "We'll soon decide what to do with you."<br><br> <<click [[Wait (1:00)|Police Cell]]>><<pass60>><<endevent>><</click>><br> :: Police Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $outside to 0>> <<if $crime gte 5000>> <<set $enemytrust -= 120>><<set $enemyanger += 120>> <<else>> <<set $enemytrust -= 90>> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Police Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Police Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Police Molestation]]>><</click>></span><<nexttext>> <</if>> :: Police Molestation Finish [nobr] <<if $enemyhealth lte 0>> You shove the <<person1>><<person>> into the <<person2>><<personcomma>> causing them to trip over each other and fall to the ground. <<tearful>> you flee from the warehouse.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution1>> "Come on," says the <<person2>><<person>> "Before we're missed." <<unbind>>They remove your cuffs and leave you lying on the warehouse floor. <<tearful>> you stand and stumble outside.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</click>> <</if>> :: Police Cell [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You sit on the dingy bed and wait.<br><br> After an hour, a <<generate1>><<person1>><<person>> in a police uniform arrives beside the cell. "Come on, let's get you processed," <<he>> says, unlocking the cell door. "Turn around."<br><br> <<if $collared isnot 1>><<set $collared to 1>> You comply, and hear <<him>> remove something from <<his>> belt. <<He>> fastens it around your neck, and you hear it click shut. "This collar has a shock function, just to ensure your continued cooperation. We'll remove it once you've served your sentence."<br><br> <<else>> You comply. "Oh," <<he>> says. "You're already collared." <<He>> walks right up behind you and examines the collar more closely. "And the shock function appears to work. Everything is in order then. We'll remove it once you've served your sentence."<br><br> <</if>><<set $collaredpolice to 1>> <<He>> leads you up another flight of stairs and into a small room. Three people in suits sit at a table on the far side. In the middle, a <<generate2>><<person2>><<person>> gestures at the chair in front of <<himstop>> "Take a seat," <<he>> says. "And don't tarry." The <<person1>><<person>> follows you in, and closes the door behind you.<br><br> Once seated, the <<person2>><<person>> continues. "You didn't think you'd get away with it did you? You've been leaving traces of yourself all over. These are only petty crimes however, so public humiliation is an appropriate punishment. Take <<phim>> to the pillory."<br><br> <<click [[Next|Police Pillory Start]]>><</click>><br> :: Police Pillory Start [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<pass5>>The <<person1>><<person>> holds you by your cuffs and pushes you outside. <<He>> hands you over to another officer, a <<endevent>><<generate1>><<person1>><<personcomma>> who pushes you down the street. The pillory sits outside the town hall, a short walk away. Onlookers gawk at you as you are led up to it, and the <<person>> removes your cuffs.<br><br> You have an opportunity to escape, but the <<person>> is aware of that, and keeps one hand gripping your arm. You'll have to fight to get away.<br><br> <<click [[Try to break free|Police Pillory Fight]]>><<set $fightstart to 1>><<crime200>><</click>><<crime>><br> <<click [[Let yourself be fixed in place|Police Pillory Start 2]]>><</click>><br> :: Police Station [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $pronoun1 is 0>> <<generate1>> <</if>> You are stood in the police station lobby. A <<person1>><<person>> in an officer's uniform sits behind the front desk.<br><br> <<if $collared is 1>> <<click [[Ask for collar removal|Police Station Collar]]>><</click>><br> <</if>> <<if $headdrive is 1 and $headpolice isnot 1>> <<click [[Give evidence against Leighton|Police Leighton]]>><</click>><br> <</if>> <br> <<click [[Leave|Barb Street]]>><<endevent>><</click>><br> :: Police Station Collar [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You ask the <<person>> if you can have your collar removed. <<if $collaredpolice is 1 and $communityservice is 1>> <<else>> "Sure," <<he>> says. "It'll cost £200. You really shouldn't go putting those things on for fun. They're government property for one thing, and a bitch to get off by design."<br><br> <<if $promiscuity gte 15 and $policecollarseduceattempt isnot 1>> <<click [[Seduce|Police Station Seduce]]>><<set $policecollarseduceattempt to 1>><</click>><<promiscuous2>><br> <</if>> <<if $money gte 20000>> <<click [[Pay up|Police Station Collar Removal]]>><<set $money -= 20000>><</click>><br> <</if>> <</if>> <<click [[Leave|Police Station]]>><</click>><br> :: Police Station Seduce [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $seductiondifficulty to 4000>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> <<if $seductionrating gte $seductionrequired>> "I'll pretend I didn't hear that. If you can't pay up, I can't help you." As you turn to leave however, <<he>> whispers to you. "Meet me behind the station in five minutes, in that old ruin." <<promiscuity2>><br><br> <<pass5>> You go to the ruin the <<person>> mentioned, which looks like the remains of an ancient wall. You wait in the hollow interior. You don't have to wait long.<br><br> "I'll remove your collar once we're done," <<he>> says, stooping through the arched entrance. "I think It'll make it more fun."<br><br> <<click [[Next|Police Station Sex]]>><<set $sexstart to 1>><</click>><br> <<else>> "I'll pretend I didn't hear that. If you can't pay up, I can't help you."<br><br> <i>You can try again tomorrow.</i><br><br> <<click [[Next|Police Station]]>><</click>><br> <</if>> :: Police Station Collar Removal [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> "I'll be right round," The <<person>> says. <<He>> enters the lobby proper moments later, holding a strange-looking key. <<He>> holds it up to the collar, and the lock clicks open, releasing your neck. <<He>> takes the collar. "As I said, government property."<br><br> <<set $collared to 0>><<set $collaredpolice to 0>> <<click [[Next|Police Station]]>><</click>><br> :: Police Station Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 60>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Police Station Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Police Station Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Police Station Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Police Station Sex]]>><</click>></span><<nexttext>> <</if>> :: Police Station Sex Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution1>> <<He>> takes a strange key from <<his>> belt and holds it up to your collar. Your collar comes loose with a click, falling to the ground. <<He>> picks it up. "Goverment property. Goes without saying you shouldn't tell anyone this happened." <<tearful>> you gather yourself as <<he>> leaves.<br><br> <<set $collared to 0>> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<person>> staggers backward, tripping over a tree stump. <<tearful>> you flee from the ruin.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> "Fine," <<he>> says "I'm not taking the collar off though."<br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|Residential alleyways]]>><</click>> :: Police Pillory Fight [nobr] <<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust - 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Police Pillory Fight Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Police Pillory Fight Finish]]>><</click>></span><<nexttext>> <<elseif $pain gte 100>> <span id="next"><<click [[Next|Police Pillory Fight Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Police Pillory Fight]]>><</click>></span><<nexttext>> <</if>> :: Police Pillory Start 2 [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $crime gte 4500>> <<set $pillorytime to 27>> <<elseif $crime gte 4000>> <<set $pillorytime to 24>> <<elseif $crime gte 3500>> <<set $pillorytime to 21>> <<elseif $crime gte 3000>> <<set $pillorytime to 18>> <<elseif $crime gte 2500>> <<set $pillorytime to 15>> <<elseif $crime gte 2000>> <<set $pillorytime to 13>> <<elseif $crime gte 1500>> <<set $pillorytime to 11>> <<else>> <<set $pillorytime to 9>> <</if>> <<set $crime -= 5000>> <<if $crime lte 0>> <<set $crime to 0>> <</if>> The <<person>> moves your arms and head into position before lifting the top into place, restraining you. <<He>> locks it shut and attaches the key to a chain on <<his>> belt. "Someone will be over to release you in $pillorytime hours." <<He>> leaves without looking back.<br><br> With <<him>> gone, some onlookers lose interest and return to their routines. Others still gawk however. If any tried to abuse you there'd be little you could do to stop them, but people seem hesitant to make the first move. You hope it stays that way.<br><br><<endcombat>> <<click [[Next|Pillory]]>><<endevent>><<set $pilloryaudience to 1>><</click>><br> :: Police Pillory Fight Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> looks mortified that <<he>> just came in public. Some people point and laugh, others whisper amongst themselves, but it's clear what they're talking about. "Th-that wasn't what it looked like!" <<he>> protests, having all but forgotten you. <<tearful>> you slink away.<br><br> <<clotheson>> <<endcombat>> <<cliffquick>> <<elseif $enemyhealth lte 0>> You knock the <<person>> down, giving you the chance you need. <<tearful>> you make your escape. Some people cheer for you.<<ltrauma>><<lstress>><<ltrauma60>><<lstress60>><br><br> <<clotheson>> <<endcombat>> <<cliffquick>> <<else>> In too much pain to resist, you're helpless as the <<person>> continues <<his>> work.<br><br> <<click [[Next|Police Pillory Start 2]]>><</click>><br> <</if>> :: Pillory [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $pilloryaudience lte 1>> <<set $pilloryaudience to 1>> <</if>> You are stuck in a pillory on Cliff Street, in front of the town hall. <<if $pillorytime gte 1>> You have $pillorytime hours left until release. <<else>> You should be released any moment from now. <</if>> <<if $pilloryaudience + $exposed is 1>> <span class="teal">A few people stop to look at you but most just glance then continue their business.</span> <<elseif $pilloryaudience + $exposed is 2>> <span class="lblue">You've attracted a small crowd of onlookers.</span> <<elseif $pilloryaudience + $exposed is 3>> <span class="blue">You've attracted a growing crowd of onlookers.</span> <<elseif $pilloryaudience + $exposed is 4>> <span class="purple">A large group has gathered around you, big enough that the crowd itself is attracting more people to see what the fuss is about.</span> <<elseif $pilloryaudience + $exposed is 5>> <span class="pink">A large crowd has gathered around you. People throw jeers and insults your way.</span> <<else>> <span class="red">A huge crowd has gathered around you. People jeer and insult you. Some throw litter.</span> <</if>> <<if $exposed gte 1>> You can do nothing about your <<lewdness>> displayed for everyone to see, humiliating you further. <<if $exposed is 1>> <<if $pilloryaudience is 1>> <<fameexhibitionism1>> <<elseif $pilloryaudience is 2>> <<fameexhibitionism2>> <<elseif $pilloryaudience is 3>> <<fameexhibitionism3>> <<elseif $pilloryaudience is 4>> <<fameexhibitionism4>> <<elseif $pilloryaudience is 5>> <<fameexhibitionism5>> <<else>> <<fameexhibitionism10>> <</if>> <</if>> <<if $exposed is 2>> <<if $pilloryaudience is 1>> <<fameexhibitionism3>> <<elseif $pilloryaudience is 2>> <<fameexhibitionism6>> <<elseif $pilloryaudience is 3>> <<fameexhibitionism9>> <<elseif $pilloryaudience is 4>> <<fameexhibitionism12>> <<elseif $pilloryaudience is 5>> <<fameexhibitionism15>> <<else>> <<fameexhibitionism30>> <</if>> <</if>> <</if>> <br><br> <<if $pillorytime lte 0>> A <<generate1>><<person1>><<person>> in a police uniform arrives. <<He>> removes your collar and unlocks the pillory, freeing you. The crowd boos its disappointment as the officer disperses them.<br><br> <<set $collared to 0>> <<set $collaredpolice to 0>> <<unbind>> <<clotheson>> <<set $stress -= 1000>> <<endevent>> <<cliffeventend>><br> <<else>> <<set $rng to random(1, 5)>> <<if $pilloryaudience + $exposed + $rng gte 10>> <<set $rng to random(1, 100)>> <<if $bestialitydisable is "f" and $rng gte 51>> You feel something prod your <<bottomstop>> A dog is sniffing you curiously.<br><br> <<click [[Next|Pillory Dog]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<generate1>><<person1>>A <<person>> walks right up to the pillory.<br><br> <<click [[Next|Pillory Molestation]]>><<set $molestationstart to 1>><<set $molestationstart to 1>><</click>><br> <</if>> <<elseif $pilloryaudience + $exposed + $rng gte 6>> <<set $rng to random(1, 100)>> <<if $rng gte 65>> <<if $skirtdown is 1>> A <<generate1>><<person1>><<person>> walks behind you and grabs the hem of your $lowerclothes.<br><br> <<click [[Kick them|Pillory Kick]]>><<lstress60>><<ltrauma60>><<attackstat>><<set $pilloryaudience += 1>><</click>><<ltrauma>><<lstress>> | <span class="pink">Attracts attention</span><br> <<click [[Stay still|Pillory Skirt]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <<elseif $lowerexposed lte 1 and $lowerset isnot "upperset" and $skirt isnot 1>> A <<generate1>><<person1>><<person>> walks behind you can grabs the hem of your $lowerclothes.<br><br> <<click [[Kick them|Pillory Kick]]>><<lstress60>><<ltrauma60>><<attackstat>><<set $pilloryaudience += 1>><</click>><<ltrauma>><<lstress>> | <span class="pink">Attracts attention</span><br> <<click [[Stay still|Pillory Lower]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <<elseif $lowerexposed gte 2 and $underexposed is 0 and $undertype isnot "chastity">> A <<generate1>><<person1>><<person>> walks behind you can grabs the hem of your $underclothes.<br><br> <<click [[Kick them|Pillory Kick]]>><<lstress60>><<ltrauma60>><<attackstat>><<set $pilloryaudience += 1>><</click>><<ltrauma>><<lstress>> | <span class="pink">Attracts attention</span><br> <<click [[Stay still|Pillory Under]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <<else>> A <<generate1>><<person1>><<person>> walks behind you and gives your exposed <<bottom>> a hard spank. The crowd cheers.<<gtrauma>><<gstress>><<gtrauma60>><<gstress60>><<set $pain += 20>><br><br> <<endevent>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <</if>> <<elseif $rng gte 30>> <<generate1>><<person1>>A <<person>> approaches you and presses <<his>> crotch against your helpless face.<br><br> <<click [[Next|Pillory Oral]]>><<set $molestationstart to 1>><</click>><br> <<else>> A number of people disembark from a bus nearby. Some of them gather round to gawk. <span class="pink">The crowd becomes larger and bolder.</span><br><br> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 65>> <<generatey1>><<generatey2>>A <<person1>><<person>> whispers something to <<his>> friend, a <<person2>><<personcomma>> who laughs and produces a piece of fruit from <<his>> bag.<br><br> <<click [[Warn them off|Pillory Warn]]>><<set $pilloryaudience += 1>><</click>> | <span class="pink">Attracts attention</span><br> <<click [[Brace yourself|Pillory Brace]]>><</click>><br> <<elseif $rng gte 30>> <<generate1>><<person1>>A <<person>> takes takes picture of you with <<his>> phone.<br><br> <<endevent>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <<else>> A number of people disembark from a bus nearby. Some of them gather round to gawk. <span class="pink">The crowd becomes larger and bolder.</span><br><br> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <</if>> <</if>> <</if>> :: Pillory Dog [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "dog">> <<set $position to "wall">> <<set $walltype to "pillory">> <<set $head to "grappled">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Pillory Dog Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Pillory Dog Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Pillory Dog]]>><</click>></span><<nexttext>> <</if>> :: Pillory Dog Finish [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The dog barks in satisfaction, and wanders into the crowd.<br><br> <<if $pilloryaudience is 1>> <<famebestiality10>> <<elseif $pilloryaudience is 2>> <<famebestiality20>> <<elseif $pilloryaudience is 3>> <<famebestiality30>> <<elseif $pilloryaudience is 4>> <<famebestiality40>> <<elseif $pilloryaudience is 5>> <<famebestiality50>> <<else>> <<famebestiality60>> <</if>> "Serves you right, bitch," you hear someone shout.<br> "<<pShe>> actually got that animal off."<br> "Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut.<br> <span class="pink">The crowd becomes larger and bolder.</span><<set $pilloryaudience += 1>> <br> <<endcombat>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <<elseif $enemyhealth lte 0>> The $beasttype gives up and flees into the crowd.<br><br> "<<pShe>> beats innocent animals. <<pShe>> belongs up there." You hear someone shout.<br> <span class="teal">The crowd becomes smaller and more cautious.</span> <<set $pilloryaudience -= 1>><br> <<clotheson>> <<endcombat>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <</if>> :: Pillory Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $position to "wall">> <<set $walltype to "pillory">> <<set $head to "grappled">> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Pillory Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Pillory Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Pillory Molestation]]>><</click>></span><<nexttext>> <</if>> :: Pillory Molestation Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> slaps your <<bottom>> then steps away from the pillory.<br><br> <<if $pilloryaudience is 1>> <<famerape10>> <<elseif $pilloryaudience is 2>> <<famerape20>> <<elseif $pilloryaudience is 3>> <<famerape30>> <<elseif $pilloryaudience is 4>> <<famerape40>> <<elseif $pilloryaudience is 5>> <<famerape50>> <<else>> <<famerape60>> <</if>> "Serves you right, bitch," you hear someone shout.<br> "At least <<pshe>> can be of some use to society."<br> "Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut."<br> <span class="pink">The crowd becomes larger and bolder.</span><<set $pilloryaudience += 1>> <br> <<endcombat>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <<elseif $enemyhealth lte 0>> The <<person>> steps away from the pillory.<br><br> "So violent. <<pShe>> belongs up there." You hear someone shout.<br> <span class="teal">The crowd becomes smaller and more cautious.</span> <<set $pilloryaudience -= 1>><br> <<clotheson>> <<endcombat>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <</if>> :: Pillory Kick [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You kick the <<person>> in the shin. "Ow!" <<he>> says. "Fucking bitch." <<He>> hobbles away from you.<br><br> <<endevent>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> :: Pillory Skirt [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $rng gte 51>> <<He>> flips the hem of your skirt up, laying bare your <<undies>> for all to see. "Yes," <<he>> says. "I think this suits you better." <<He>> returns to the crowd, leaving you exposed.<br><br> <<set $skirtdown to 0>><<set $lowervaginaexposed to 1>><<set $loweranusexposed to 1>><<set $lowerexposed to 2>> <<endevent>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <<else>> <<He>> lifts the hem of your skirt slightly and peeks under. <<if $undertype is "naked">> "<<pShe>> isn't wearing anything under <<pher>> skirt!" the <<person>> announces loudly.<br><br> "What a pervert," says someone in the crowd.<br><br> <<elseif $undertype is "chastity">> "<<pShe>> is wearing a chastity belt!" the <<person>> announces loudly.<br><br> "Guess <<pshe>> likes being locked up," says someone in the crowd. "Having the time of <<pher>> life I bet."<br><br> <<else>> "<<pShe>> is wearing $undercolour $underclothes!" the <<person>> announces loudly.<br><br> <<if $playergenderappearance isnot $undergender and $undergender isnot "n">> "What a pervert," says someone in the crowd. "Crossdressing, and in front of so many people!"<br><br> <</if>> <</if>> <<endevent>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <</if>> :: Pillory Lower [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $rng gte 51>> <<He>> pulls your $lowerclothes down to your thighs, revealing your <<undies>> for all to see. <<if $undertype is "naked">> "No underwear!" <<he>> says. "What a perv." <<else>> <</if>> <<He>> returns to the crowd, leaving you exposed and humiliated.<br><br> <<set $lowervaginaexposed to 1>><<set $loweranusexposed to 1>><<set $lowerexposed to 2>><<set $lowerstate to "thighs">> <<endevent>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <<elseif $rng gte 1>> <<He>> pulls your $lowerclothes down to your thighs, revealing your <<undies>> for all to see. <<if $undertype is "naked">> "No underwear!" the <<person>> announces loudly.<br><br> "What a pervert," says someone in the crowd.<br><br> <<elseif $undertype is "chastity">> "<<pShe>> is wearing a chastity belt!" the <<person>> announces loudly.<br><br> "Guess <<pshe>> likes being locked up," says someone in the crowd. "Having the time of <<pher>> life I bet."<br><br> <<else>> "<<pShe>> is wearing $undercolour $underclothes!" the <<person>> announces loudly.<br><br> <<if $playergenderappearance isnot $undergender and $undergender isnot "n">> "What a pervert," says someone in the crowd. "Crossdressing, and in front of so many people!"<br><br> <</if>> <</if>> <<He>> pulls up your $lowerclothes before returning to the crowd.<br><br> <<endevent>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <</if>> :: Pillory Under [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $rng gte 51>> <<He>> pulls your $underclothes down to your thighs, revealing your <<genitals>> for all to see. <<He>> returns to the crowd, leaving you exposed and humiliated.<br><br> <<set $undervaginaexposed to 1>><<set $underanusexposed to 1>><<set $underexposed to 1>><<set $understate to "thighs">> <<endevent>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <<elseif $rng gte 1>> <<He>> pulls up your $underclothes, stretching them taut and emphasising your <<bottom>> cheeks. <<He>> gives you a firm spank before returning to the crowd.<br><br> <<endevent>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <</if>> :: Pillory Warn [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $submissive lte 850>> "Don't you dare. Or I'll find you when I get out," you say, glaring at the <<personstop>> <<He>> looks away from you and puts the fruit away.<br><br> <<elseif $submissive gte 1150>> "P-please don't," you say, hanging your head. The <<person>> takes pity on you and puts the fruit away.<br><br> <<else>> "Please don't," you say. <<He>> hesitates a moment. <<His>> friend pokes <<him>> and <<he>> throws the fruit, but it flies clear of the pillory.<br><br> <</if>> <<endevent>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> :: Pillory Brace [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You brace for the impact as the fruit comes flying towards you. <<if $rng gte 81>> It smashes into your face, hurting more than you expected. Some people applaud.<<gtrauma>><<gstress>><<gtrauma60>><<gstress60>><<set $pain += 40>><br><br> <<else>> Their aim is off and it thuds into the pillory beside your head, smashing into pieces but leaving you mostly clean.<br><br> <</if>> <<endevent>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> :: Pillory Oral [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $anususe to "none">> <<set $vaginause to "none">> <<set $penisuse to "none">> <<set $thighuse to "none">> <<set $bottomuse to "none">> <<set $feetuse to "none">> <<set $chestuse to "none">> <<set $enemyhealthmax to 5>><<set $enemyhealth to 5>> <<set $enemyarousalmax to 150>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Pillory Oral Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Pillory Oral Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Pillory Oral]]>><</click>></span><<nexttext>> <</if>> :: Pillory Oral Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> pats your head then steps away from the pillory.<br><br> <<if $pilloryaudience is 1>> <<famerape10>> <<elseif $pilloryaudience is 2>> <<famerape20>> <<elseif $pilloryaudience is 3>> <<famerape30>> <<elseif $pilloryaudience is 4>> <<famerape40>> <<elseif $pilloryaudience is 5>> <<famerape50>> <<else>> <<famerape60>> <</if>> "Serves you right, bitch," you hear someone shout.<br> "At least <<pshe>> can be of some use to society."<br> "Not even a punishment, I bet <<pshe>> enjoyed it, the filthy slut.<br> <span class="pink">The crowd becomes larger and bolder.</span><<set $pilloryaudience += 1>> <br> <<endcombat>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <<elseif $enemyhealth lte 0>> Pride wounded, the <<person>> leaves the pillory.<br><br> "So violent. <<pShe>> belongs up there." You hear someone shout.<br> <span class="teal">The crowd becomes smaller and more cautious.</span> <<set $pilloryaudience -= 1>><br> <<clotheson>> <<endcombat>> <<click [[Next|Pillory]]>><<pass60>><<set $pillorytime -= 1>><</click>><br> <</if>> :: Hospital Arrest Molestation Finish [nobr] <<if $enemyhealth lte 0>> They back off from you, surprised by your strength. <<tearful>> you open the hatch and escape outside before they can stop you.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<if $phase is 1>> <<ejaculation>> The second orgasm is a bit much for them, and gives you a chance to escape through the hatch.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Industrial alleyways]]>><<set $stress -= 1000>><<set $eventskip to 1>><</click>> <<else>> <<ejaculation>> <<person2>>"<<pShe>> should be worth something," says the <<personstop>> "Be a good little fucktoy and come with us." <<He>> grabs your arm and tries to pull you deeper into the building.<br><br> <<click [[Go quietly|Underground Intro]]>><</click>><br> <<click [[Resist|Hospital Arrest Molestation]]>><<set $phase to 1>><<set $enemyanger += 120>><<set $enemytrust -= 40>><<set $enemyarousal to 0>><</click>> <</if>> <<elseif $phase is 1>> You're too hurt to fight any longer. The <<person1>><<person>> and <<person2>><<person>> drag your limp body deeper into the building.<br><br> <<click [[Next|Underground Intro]]>><</click>><br> <</if>> :: Police Leighton [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $submissive gte 1150>> You walk up to the desk. "I have something," you say, and put the flash drive on the counter. "T-the head of the local school has been doing awful things to students." <<elseif $submissive lte 850>> You stride up to the desk. "I have evidence of a crime," you say, placing the flash drive on the counter. "The school head has been abusing students." <<else>> You walk up to the desk. "I have evidence of a crime," you say, and put the flash drive on the counter. "The school head has been abusing students." <</if>> <br><br> The <<person>> takes the flash drive. "Alright. I'll add it to the pile," <<he>> says uninterested. "Is there anything else?"<br><br> You get the feeling the police aren't going to be helpful. At least you tried to do the right thing.<<ggcontrol>><<ltrauma>><<lstress>><<ltrauma60>><<lstress60>><br><br> <<set $headpolice to 1>><<control 25>> <<click [[Next|Police Station]]>><</click>><br>
fire2244/degrees
game/loc-police.twee
twee
unknown
41,709
:: Pub [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "harvest">> You enter the pub. It's busy as always.<br><br> <<if $pubwhore gte 10 and $pubattack isnot 1>><<set $pubattack to 1>> A black sack is thrown over your head and two pairs of arms grab you from behind. They drag you out of the pub and into a waiting van.<br><br> <<click [[Next|Brothel Punishment]]>><</click>><br> <<elseif $pubwhore gte 20>><<set $pubwhore to 10>> <<generate1>><<generate2>><<person1>> A <<person>> shoves you against the wall. A <<person2>><<person>> stands beside <<person1>><<himstop>> The pub staff and clientele look away. "Boss sent us," the <<person1>><<person>> says. "Says you've been naughty. We're gonna bring you in." <<He>> glances at the bar. "And don't try nothing. No one's gonna help you."<br><br> <<if $money gte 50000>> <<click [[Bribe (£500)|Pub Accost]]>><<set $phase to 0>><</click>><br> <</if>> <<click [[Fight|Pub Accost Fight]]>><<set $fightstart to 1>><</click>><br> <<click [[Go with them|Pub Accost]]>><<set $phase to 1>><</click>><br> <<else>> <<click [[Ask for Landry|Pub Landry]]>><</click>><br><br> <<generate1>><<person1>>You see a <<person>> sitting alone. <br> <<click [[Flirt (0:05)|Pub Flirt]]>><<pass5>><<set $pubdrink to 0>><</click>><<promiscuous1>><br> <<click [[Look for someone else (0:01)|Pub]]>><<endevent>><<pass1>><</click>><br> <br> <<click [[Leave|Harvest Street]]>><<endevent>><</click>><br> <</if>> :: Pub Intro [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "harvest">> You enter the pub. The interior has a cozy, rustic look. Old farm tools decorate the walls, a nod to the long-standing agricultural businesses nearby. <<if $daystate is "night">> Despite the hour, the place teems with activity. Getting a table must be difficult. <<else>> The place teems with activity. Getting a table must be difficult. <</if>> <br><br> <<landry>><<person1>> <<if $pronoun is "m">> "I've not seen you around," says a man's voice beside you. <<He>> has short black hair, a grey sweater and dark trousers. Not someone you'd normally look twice at, least of all in a place like this. "Would you like to join me? I have a proposition for you."<br><br> <<else>> "I've not seen you around," says a woman's voice beside you. <<He>> has shoulder-length black hair, a grey cardigan and dark trousers. Not someone you'd normally look twice at, least of all in a place like this. "Would you like to join me? I have a proposition for you."<br><br> <</if>> Deciding there's no chance of danger in public like this, you agree. <<He>> leads you to a small area adjacent to the main room, partially shielded from view. Oddly the tables here are empty. <<He>> sits at a small table, and you follow suit. You realise <<he>> has a slender build, concealed by <<his>> somewhat plain and baggy clothing.<br><br> "I'll be frank," <<he>> says. "I know you need money. Don't ask me how I know, word gets around. I think I can help you. If you come across any jewelry or other items you don't know what to do with, I can take them off your hands. I'll pay well."<br><br> <<He>> looks over your shoulder, as if making sure you're still alone. "As well as can be expected, anyway. We might also be able to help each other out from time to time. That's all I had to say." <<He>> stands up and puts out <<his>> hand. "Keep me in mind at least. Ask one of the staff when you want to speak with me, they'll know where to find me. My name's Landry."<<set $pubintro to 1>><br><br> <<click [[Leave|Pub]]>><<endevent>><</click>><br> :: Pub Landry [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "harvest">> <<landry>><<person1>>You ask the bartender for Landry, who nods and beckons you over to your usual table. You've barely sat down when Landry arrives and sits opposite you.<br><br> "What have you got for me?" <<he>> asks.<br><br> <<if $blackmoney gte 1>> <<click [[Sell Stolen Goods|Pub Sell]]>><</click>><br> <</if>> <<if $crime gte 500 and $pubtask isnot 1>> <<click [[Ask for help covering your tracks|Pub Task]]>><</click>><br> <</if>> <<if $pubtask2 is 1>> <<click [[Hand over the black box|Pub Box]]>><</click>><br> <</if>> <<click [[Leave|Pub]]>><<endevent>><</click>><br> :: Pub Sell [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "harvest">> <<if $blackmoney lt 100>> You put the goods on the table. Landry appraises them with the relaxed demeanor of someone accustomed to their work. "Good job. You know where to find me if you get anything else."<br><br> <<elseif $blackmoney lt 500>> You put the goods on the table. Landry appraises them with the relaxed demeanor of someone accustomed to their work. "Quite the haul. You know where to find me if you get anything else."<br><br> <<else>> You put the goods on the table. Landry appraises them with the relaxed demeanor of someone accustomed to their work. "This is quite the haul, I hope you haven't bitten off more than you can chew. You know where to find me if you need help covering your tracks."<br><br> <</if>> You make £$blackmoney. <<set $money += $blackmoney * 100>><<set $blackmoney to 0>><br><br> <<click [[Leave|Pub]]>><<endevent>><</click>><br> :: Pub Task [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "harvest">> "I can help you," Landry says, reclining. "But I need you to do something for me. And no, It's not money related. I was expecting a package that never arrived, I need you to find it for me. Good thing is I know exactly where to find it, it had a gps tracker. It's deep in the forest beside the town."<br><br> "Get it for me and I'll prevent any of your past misdemeanors being pinned on you. It's a small black box. You shouldn't get it confused with any rocks or twigs. Oh, and do be careful. People disappear in there all the time."<br><br> <<set $pubtask to 1>> <<click [[Leave|Pub]]>><<endevent>><</click>><br> :: Pub Box [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "harvest">> "That's it! You're a lifesaver." <<He>> examines the box more closely. "I hope it wasn't too much trouble. Don't worry, I'll fulfill my side of things. You'll be clean as can be." <<He>> stands. "Now if you'll excuse me, I've got some favours to call in."<br><br> <<set $pubtask to 0>> <<set $pubtask2 to 0>> <<set $pubtasksetting to 0>> <<set $crime to 0>> <<click [[Leave|Pub]]>><<endevent>><</click>><br> :: Pub Flirt [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "harvest">> You sit near the <<person>> and smile at <<himstop>> <<if $rng gte 81>><<set $pubnpc to 1>> <<He>> smiles back. You chat with <<him>> for a few minutes, laughing more loudly than you need to and making sure to mention you're single. <<promiscuity1>><br><br> "I'm a married <<if $pronoun is "m">>man<<else>>woman<</if>> myself," <<he>> says, but sounds sad about the fact.<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (0:20) (£5)|Pub Drink]]>><<set $money -= 500>><<pass20>><<set $pubdrink to 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <<elseif $rng gte 61>><<set $pubnpc to 2>> <<He>> smiles back. You chat with <<him>> for a few minutes, laughing more loudly than you need to and making sure to mention you're single.<br><br><<promiscuity1>> "Me too," <<he>> says. "I'm waiting for someone special."<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (0:20) (£5)|Pub Drink]]>><<pass20>><<set $money -= 500>><<set $pubdrink to 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <<elseif $rng gte 41>><<set $pubnpc to 3>> <<He>> glances at you once, then stares into <<his>> cup. You try to make small talk despite <<his>> lack of engagement. You make a point to mention that <<he>> looks good, and you're single.<<promiscuity1>><br><br> <<He>> doesn't say anything, or even look up, but you can tell <<hes>> blushing.<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (0:20) (£5)|Pub Drink]]>><<pass20>><<set $money -= 500>><<set $pubdrink to 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <<elseif $rng gte 21>><<set $pubnpc to 4>> <<He>> looks bemused. You chat with <<him>> for a few minutes, making sure to mention that you're single. <<He>> doesn't say much, and seems happy to let you lead the conversation.<br><br><<promiscuity1>> "Can I buy you a drink?" <<he>> says.<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <</if>> <<click [[Accept (0:20)|Pub Drink]]>><<set $drunk += 200>><<pass20>><<set $pubdrink to 2000>><</click>><br> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <<else>><<set $pubnpc to 5>> <<He>> glances at you once, then stares into <<his>> cup. You try to make small talk despite <<his>> lack of engagement. You make a point to mention that <<he>> looks good, and you're single.<<promiscuity1>><br><br> <<He>> rubs <<his>> temple. "Why can't I get any peace? Piss off."<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (0:20) (£5)|Pub Drink]]>><<pass20>><<set $money -= 500>><<set $pubdrink to 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <</if>> :: Pub Seduce [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "harvest">> You lean over and whisper something into the <<persons>> ear.<<promiscuity2>><br><br> <<set $seductiondifficulty to (6000 - $pubdrink)>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> <<if $seductionrating gte $seductionrequired>> <<if $pubnpc is 1>> The <<person>> looks at you aghast, but then looks around the pub. "I mean. It's not like anyone would find out. And I do have needs." <<He>> seems conflicted, until <<he>> runs <<his>> eyes over your body. "We can't use my place, but I have an idea."<br><br> <<He>> leads you outside to <<his>> car. <<He>> double checks that no one is watching, then motions you inside. You can feel <<him>> tremble as <<he>> touches you.<br><br> <<click [[Touch back|Pub Sex 1]]>><<set $sexstart to 1>><</click>><br> <<if $promiscuity gte 35>> <<click [[Demand £20 first|Pub Demand]]>><<set $phase to 1>><</click>><<promiscuous3>><br> <<click [[Demand £50 first|Pub Demand]]>><<set $phase to 2>><</click>><<promiscuous3>><br> <<click [[Demand £100 first|Pub Demand]]>><<set $phase to 3>><</click>><<promiscuous3>><br> <</if>> <<elseif $pubnpc is 2>> <<His>> eyes grow wide as you speak. "I-I," <<he>> gulps. "You're lovely but, this would... I've never done stuff like this before. I-if you're sure, my parents are away. We could go to my place."<br><br> <<He>> drives you to <<his>> home on Danube Street, and shows you to <<his>> room. "Now that you're here," <<he>> says. "I can't wait." <<He>> puts an arm around you and pulls you closer.<br><br> <<pass10>> <<click [[Embrace (0:10)|Pub Sex 2]]>><<set $sexstart to 1>><</click>><br> <<if $promiscuity gte 35>> <<click [[Demand £20 first|Pub Demand]]>><<set $phase to 1>><</click>><<promiscuous3>><br> <<click [[Demand £50 first|Pub Demand]]>><<set $phase to 2>><</click>><<promiscuous3>><br> <<click [[Demand £100 first|Pub Demand]]>><<set $phase to 3>><</click>><<promiscuous3>><br> <</if>> <<elseif $pubnpc is 3>> <<He>> doesn't respond. It looks like <<he>> may have stopped breathing. You turn to leave thinking it a failure when <<he>> reaches out and grabs your arm. "No," <<he>> says. "I mean yes. I'll go with you."<br><br> You walk to the park, to a secluded spot surrounded by bushes. "This spot is fine. I'm not waiting any longer." <<He>> lunges for you.<br><br> <<pass10>> <<click [[Catch (0:10)|Pub Sex 3]]>><<set $sexstart to 1>><</click>><br> <<if $promiscuity gte 35>> <<click [[Demand £20 first|Pub Demand]]>><<set $phase to 1>><</click>><<promiscuous3>><br> <<click [[Demand £50 first|Pub Demand]]>><<set $phase to 2>><</click>><<promiscuous3>><br> <<click [[Demand £100 first|Pub Demand]]>><<set $phase to 3>><</click>><<promiscuous3>><br> <</if>> <<elseif $pubnpc is 4>> <<He>> considers for a moment. "You're very forward. Alright, it might be fun."<br><br> You leave the pub together. "I know just the place," <<he>> says, turning toward the forest.<br><br> <<click [[Next (0:10)|Pub Journey]]>><<pass10>><</click>><br> <<else>> <<He>> stares at you. "Don't tease me <<girlcomma>> it's cruel. Wait, you're serious?" <<He>> glances around the room. "Toilets, last cubicle. I'll be there in a minute."<br><br> You go to the last cubicle as instructed. Barely twenty seconds later the <<person>> arrives. "We need to be quiet," <<he>> says. "If they catch me again they'll ban me from the pub." <<He>> starts pawing at your chest.<br><br> <<click [[Paw back|Pub Sex 5]]>><<set $sexstart to 1>><</click>><br> <<if $promiscuity gte 35>> <<click [[Demand £20 first|Pub Demand]]>><<set $phase to 1>><</click>><<promiscuous3>><br> <<click [[Demand £50 first|Pub Demand]]>><<set $phase to 2>><</click>><<promiscuous3>><br> <<click [[Demand £100 first|Pub Demand]]>><<set $phase to 3>><</click>><<promiscuous3>><br> <</if>> <</if>> <<else>> <<if $pubnpc is 1>> <<He>> looks at you aghast, "I could never!" <<He>> stands and puts on <<his>> coat. "Thank you for the company." <<He>> leaves the pub without looking back.<br><br> <i>Maybe buying some drinks would have endeared you to <<himstop>></i><br><br> <<click [[Next|Pub]]>><<endevent>><</click>><br> <<elseif $pubnpc is 2>> <<His>> eyes grow wide as you speak. <<He>> doesn't know where to look. "You're very nice. But I want my first time to be special. I hope I haven't upset you." <<He>> doesn't tarry on the way out.<br><br> <i>Maybe buying some drinks would have endeared you to <<himstop>></i><br><br> <<click [[Next|Pub]]>><<endevent>><</click>><br> <<elseif $pubnpc is 3>> <<He>> freezes in place. Nothing you say or do makes <<him>> move an inch. You'll have to try elsewhere.<br><br> <i>Maybe buying some drinks would have endeared you to <<himstop>></i><br><br> <<click [[Next|Pub]]>><<endevent>><</click>><br> <<elseif $pubnpc is 4>> <<He>> laughs. "You're an interesting one. I think you need another drink."<br><br> <<click [[Accept (0:20)|Pub Drink]]>><<set $drunk += 200>><<pass20>><<set $pubdrink += 2000>><</click>><br> <<click [[Refuse|Pub]]>><<endevent>><</click>><br> <<else>> <<He>> laughs. "I know your type. "You'd bleed me dry you would. Go torment some other fool."<br><br> <i>Maybe buying some drinks would have endeared you to <<himstop>></i><br><br> <<click [[Next|Pub]]>><<endevent>><</click>><br> <</if>> <</if>> :: Pub Drink [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "harvest">> <<if $pubnpc is 1>> <<if $pubdrink gte 8000>> "I'm pushing it," <<he>> says. "One more, then I have to hit the road."<br><br> You leave to buy <<his>> drink, but <<he>> glances at <<his>> watch when you return. "Shit! I need to get home now." <<He>> races from the building. You might have waited too long.<br><br> <<click [[Next|Pub]]>><<endevent>><</click>><br> <<elseif $pubdrink gte 6000>> <<He>> seems unsure, "Okay. I can make it a quick one."<br><br> You leave to buy <<his>> drink. <<He>> talks about <<his>> married life. "Things haven't been so great in, you know, the bedroom. Not since our last kid."<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (£5)|Pub Drink]]>><<set $money -= 500>><<set $pubdrink += 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <<elseif $pubdrink gte 4000>> "I shouldn't," <<he>> says. "But I will."<br><br> You return with the drink. <<He>> continues talking about <<his>> children, and how well they're doing at school.<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (0:20) (£5)|Pub Drink]]>><<set $money -= 500>><<pass20>><<set $pubdrink += 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <<elseif $pubdrink gte 2000>> <<He>> smiles more broadly. "That'd be kind of you. Just don't tell my <<if $pronoun is "m">>wife!"<<else>>husband!"<</if>> You return with <<his>> drink, and find <<him>> looking through some photos. "These are my kids," <<he>> says, sharing them with you. <<He>> seems genuinely proud of them.<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (0:20) (£5)|Pub Drink]]>><<set $money -= 500>><<pass20>><<set $pubdrink += 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <</if>> <<elseif $pubnpc is 2>> <<if $pubdrink gte 8000>> "No," <<he>> says. "Thank you, but I'm at my limit. You're been very kind though, I hope I see you again." You might have waited too long.<br><br> <<click [[Next|Pub]]>><<endevent>><</click>><br> <<elseif $pubdrink gte 6000>> "I don't think I've ever drank this much!" <<he>> says.<br><br> You buy <<him>> a drink, then sit down to chat. "My friends make fun of me for being single for so long. Sometimes I do feel lonely."<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (£5)|Pub Drink]]>><<set $money -= 500>><<set $pubdrink += 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <<elseif $pubdrink gte 4000>> "Okay," <<he>> says. "But you have one this time too."<br><br> You buy <<him>> a drink, then sit down to chat. "I got in trouble a lot. But those actual delinquents were scary."<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (0:20) (£5)|Pub Drink]]>><<set $money -= 500>><<pass20>><<set $pubdrink += 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <<elseif $pubdrink gte 2000>> <<He>> smiles again. "You're so kind."<br><br> You buy <<him>> a drink, then sit down to chat. "I graduated last year," <<he>> says. "Are the teachers still the same? I used to get in so much trouble."<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (0:20) (£5)|Pub Drink]]>><<set $money -= 500>><<pass20>><<set $pubdrink += 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <</if>> <<elseif $pubnpc is 3>> <<if $pubdrink gte 8000>> <<He>> nods, saying nothing.<br><br> You leave to buy <<his>> drink, but when you return <<hes>> gone. There's a note on the table that reads "Thank you." You might have waited too long.<br><br> <<click [[Next|Pub]]>><<endevent>><</click>><br> <<elseif $pubdrink gte 6000>> <<He>> glances at you as <<he>> nods. You think you see a smile.<br><br> You give <<him>> <<his>> drink and try to coax <<him>> out <<his>> shell. You joke a bit, and <<he>> laughs.<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (£5)|Pub Drink]]>><<set $money -= 500>><<set $pubdrink += 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <<elseif $pubdrink gte 4000>> <<He>> glances at you this time as <<he>> nods.<br><br> You give <<him>> <<his>> drink and try to coax <<him>> out <<his>> shell. You ask <<him>> some simple questions, and manage to get a few nods in response.<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (0:20) (£5)|Pub Drink]]>><<set $money -= 500>><<pass20>><<set $pubdrink += 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <<elseif $pubdrink gte 2000>> <<He>> doesn't look up, but nods.<br><br> You give <<him>> <<his>> drink and try to coax <<him>> out <<his>> shell. <<He>> still won't speak, but seems happy to listen.<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (0:20) (£5)|Pub Drink]]>><<set $money -= 500>><<pass20>><<set $pubdrink += 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <</if>> <<elseif $pubnpc is 4>> <<if $pubdrink gte 8000>> You nod and <<he>> stands to get another. By the time <<he>> returns, you're drooped on the table, everything spinning. "Actually," <<he>> says. "I think you've had enough. Let's get you home."<br><br> <<click [[Next (0:10)|Pub Journey]]>><<pass10>><</click>><br> <<elseif $pubdrink gte 6000>> <<He>> buys you yet another glass of liquor.<br><br> <<He>> starts asking questions about you. Innocent enough, where you go to school. Where you live. "One for the road?" <<he>> asks.<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <</if>> <<click [[Accept (0:20)|Pub Drink]]>><<set $drunk += 200>><<pass20>><<set $pubdrink += 2000>><</click>><br> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <<elseif $pubdrink gte 4000>> <<He>> buys you a another glass of liquor. This time it goes down a bit easier.<br><br> <<He>> talks a bit more now, telling you about <<his>> work on a farm. It sounds difficult. <<He>> offers you another drink.<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <</if>> <<click [[Accept (0:20)|Pub Drink]]>><<set $drunk += 200>><<pass20>><<set $pubdrink += 2000>><</click>><br> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <<elseif $pubdrink gte 2000>> <<He>> buys you a glass of liquor. The bartender didn't ask what <<he>> wanted, seeming to know already. It's strong stuff.<br><br> <<He>> encourages you to say what's on your mind, and doesn't speak much. "Would you like another?" <<he>> asks once your glass is empty.<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <</if>> <<click [[Accept (0:20)|Pub Drink]]>><<set $drunk += 200>><<pass20>><<set $pubdrink += 2000>><</click>><br> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <</if>> <<else>> <<if $pubdrink gte 8000>> <<He>> nods, saying nothing.<br><br> You leave to buy <<his>> drink, but when you return <<his>> head lies on the table, snoring. You might have overdone it.<br><br> <<click [[Next|Pub]]>><<endevent>><</click>><br> <<elseif $pubdrink gte 6000>> <<He>> nods, "Saves me the pennies."<br><br> You leave to buy <<his>> drink. <<He>> doesn't look up this time. <<He>> rambles about loneliness and how <<hes>> unappreciated.<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (£5)|Pub Drink]]>><<set $money -= 500>><<set $pubdrink += 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <<elseif $pubdrink gte 4000>> <<He>> glares at you again, "Go on then."<br><br> You leave to buy <<his>> drink, feeling <<his>> eyes on you the whole time. <<He>> speaks this time, and complains about problems at work.<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (0:20) (£5)|Pub Drink]]>><<set $money -= 500>><<pass20>><<set $pubdrink += 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <<elseif $pubdrink gte 2000>> <<He>> glares at you, suspicious. "I'm not going to say no to a free drink. But don't get any ideas."<br><br> You leave to buy <<his>> drink, feeling <<his>> eyes on you the whole time. <<He>> still refuses to speak, <<his>> gaze buried in <<his>> cup.<br><br> <<if $promiscuity gte 15>> <<click [[Seduce (0:01)|Pub Seduce]]>><<pass1>><</click>><<promiscuous2>><br> <<if $money gte 500>> <<click [[Offer a drink (0:20) (£5)|Pub Drink]]>><<set $money -= 500>><<pass20>><<set $pubdrink += 2000>><</click>><br> <</if>> <</if>> <<click [[Say goodbye|Pub]]>><<endevent>><</click>><br> <</if>> <</if>> :: Pub Sex 1 [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<if $phase lte 0>> <<set $enemytrust to $enemytrust + 100>> <<else>> <<set $enemytrust -= 50>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0 and $finish isnot 1>> <span id="next"><<click [[Next|Pub Sex 1]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Pub Sex 1 Finish]]>><</click>></span><<nexttext>> <</if>> :: Pub Sex 2 [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<if $phase lte 0>> <<set $enemytrust to $enemytrust + 100>> <<else>> <<set $enemytrust += 50>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0 and $finish isnot 1>> <span id="next"><<click [[Next|Pub Sex 2]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Pub Sex 2 Finish]]>><</click>></span><<nexttext>> <</if>> :: Pub Sex 3 [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<if $phase lte 0>> <<set $enemytrust to $enemytrust + 100>> <</if>><<set $enemyarousal += 400>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0 and $finish isnot 1>> <span id="next"><<click [[Next|Pub Sex 3]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Pub Sex 3 Finish]]>><</click>></span><<nexttext>> <</if>> :: Pub Sex 5 [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<if $phase lte 0>> <<set $enemytrust to $enemytrust + 100>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0 and $finish isnot 1>> <span id="next"><<click [[Next|Pub Sex 5]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Pub Sex 5 Finish]]>><</click>></span><<nexttext>> <</if>> :: Pub Sex 1 Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyhealth lte 0>> <<tearful>> you knock <<him>> back against one of the doors. It gives way and <<he>> tumbles out, letting you escape before <<he>> can get back up. <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "I really, really needed that," <<he>> says, stroking your hair. "Let's keep this between just the two of us, though." <<He>> glances at <<his>> watch. "I need to get home quick, or I won't have time to wash your scent off." <<He>> opens a door for you to get out. "I won't forget you." <<tearful>> you leave the car.<br><br> <<if $phase is 1>> You've made £20.<<set $money += 2000>><<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution1>> <<elseif $phase is 2>> You've made £50.<<set $money += 5000>><<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution1>> <<elseif $phase is 3>> You've made £100.<<set $money += 10000>><<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution1>> <</if>> <<else>> "Alright. I knew I was out of practice. Just go so I can get home in time to wash." <<He>> opens a door for you to leave. <<tearful>> you leave the car. <</if>> <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Harvest Street]]>><</click>> :: Pub Sex 2 Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyhealth lte 0>> <<tearful>> you knock <<him>> onto <<his>> bed and dash out the room, down the stairs and out onto the street. <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "That was amazing," <<he>> pants. "Why haven't I done this before?" <<He>> rolls onto <<his>> side to face you. "I'd like you to stay, but my parents are back soon. I hope I see you again." <<tearful>> you leave the room. <<He>> stares after you in longing.<br><br> <<if $phase is 1>> You've made £20.<<set $money += 2000>><<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution1>> <<elseif $phase is 2>> You've made £50.<<set $money += 5000>><<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution1>> <<elseif $phase is 3>> You've made £100.<<set $money += 10000>><<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution1>> <</if>> <<else>> "Did I do something wrong?" <<he>> asks. "I knew this was a mistake. Please leave. I need to be alone." <<tearful>> you leave <<him>> in peace. <</if>> <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>> :: Pub Sex 3 Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyhealth lte 0>> <<tearful>> you knock <<him>> into a bush and run, escaping between the hedges. <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "I'm sorry!" <<he>> exclaims. "I didn't mean to cum so soon!" Face red with shame, <<he>> gathers <<his>> clothing and runs. <<tearful>> you climb to your feet.<br><br> <<if $phase is 1>> You've made £20.<<set $money += 2000>><<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution1>> <<elseif $phase is 2>> You've made £50.<<set $money += 5000>><<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution1>> <<elseif $phase is 3>> You've made £100.<<set $money += 10000>><<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution1>> <</if>> <<else>> <<He>> doesn't say anything. <<He>> nods, eyes downcast. <<tearful>> you bid <<him>> goodbye. <</if>> <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Park]]>><</click>> :: Pub Sex 5 Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyhealth lte 0>> You knock <<him>> into the stall door, which <<he>> crashes through. <<tearful>> you leap over <<him>> on the way out. <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "You're a fine lay, but I'm tired. Go slut it up somewhere else." <<He>> slaps your ass as you leave.<br><br> <<if $phase is 1>> You've made £20.<<set $money += 2000>><<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution1>> <<elseif $phase is 2>> You've made £50.<<set $money += 5000>><<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution1>> <<elseif $phase is 3>> You've made £100.<<set $money += 10000>><<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution1>> <</if>> <<else>> "What? Fucking in the toilets not good enough for ya?" <<He>> laughs. "I'm joking <<girlstop>> Now get going." <<tearful>> you leave the toilets. <</if>> <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Pub]]>><</click>> :: Pub Journey [nobr] <<set $location to "forest">><<set $outside to 1>><<effects>><<set $forest to 0>> <<if $drunk is 1>> <<if $rng gte 51>><<set $location to "town">> You walk with <<himstop>> <<He>> has to grab your shoulders to steady you more than once, but you manage to climb onto the back seat of <<his>> car. The journey doesn't take long. "This is your home right?" <<he>> asks. "It's not my place to say but you should be more careful in the future. There are creeps who prey on cute <<girls>> like you." <<He>> helps you to the front door, only going back to <<his>> car once you're safe inside.<br><br> <<click [[Next|Orphanage]]>><<endevent>><</click>><br> <<else>> You walk with <<himstop>> <<He>> steers you toward the forest. Once concealed from view of the town <<he>> turns to you. "I have something for you," <<he>> holds out <<his>> hand, showing you a pink pill. "It'll make things easier."<br><br> <<click [[Eat the Pill|Pub Pill]]>><<set $drugged += 60>><</click>><br> <<click [[Refuse|Pub Pill Refuse]]>><</click>><br> <</if>> <<else>> You disappear with <<him>> into the forest. Shortly after <<he>> turns to you. "I always loved this forest," <<he>> says. "I have something for you." <<He>> holds out <<his>> hand, showing you a pink pill. "You'll like it. I promise."<br><br> <<click [[Eat the Pill|Pub Pill]]>><<set $drugged += 60>><</click>><br> <<click [[Refuse|Pub Pill Refuse]]>><</click>><br> <</if>> :: Pub Pill [nobr] <<set $location to "forest">><<set $outside to 1>><<effects>> You swallow the pill. A daze descends on you and a perverse warmth grows in your belly. "Nice, isn't it. Now come here."<br><br> <<click [[Nod|Pub Sex 4]]>><<set $sexstart to 1>><</click>><<promiscuous1>><br> <<if $rng gte 81>> <<click [[Refuse|Pub Sex 4]]>><<gstress60>><<set $molestationstart to 1>><</click>><<gstress>><br> <<else>> <<click [[Refuse|Pub Refuse 2]]>><<gstress60>><</click>><<gstress>><br> <</if>> <<if $promiscuity gte 35>> <<click [[Demand £20 first|Pub Demand]]>><<set $phase to 1>><</click>><<promiscuous3>><br> <<click [[Demand £50 first|Pub Demand]]>><<set $phase to 2>><</click>><<promiscuous3>><br> <<click [[Demand £100 first|Pub Demand]]>><<set $phase to 3>><</click>><<promiscuous3>><br> <</if>> :: Pub Pill Refuse [nobr] <<set $location to "forest">><<set $outside to 1>><<effects>> <<He>> shrugs and puts it away. "It's all the same to me. Now come here."<br><br> <<click [[Nod|Pub Sex 4]]>><<set $sexstart to 1>><</click>><<promiscuous1>><br> <<if $rng gte 81>> <<click [[Refuse|Pub Sex 4]]>><<gstress60>><<set $molestationstart to 1>><</click>><<gstress>><br> <<else>> <<click [[Refuse|Pub Refuse 2]]>><<gstress60>><</click>><<gstress>><br> <</if>> <<if $promiscuity gte 35>> <<click [[Demand £20 first|Pub Demand]]>><<set $phase to 1>><</click>><<promiscuous3>><br> <<click [[Demand £50 first|Pub Demand]]>><<set $phase to 2>><</click>><<promiscuous3>><br> <<click [[Demand £100 first|Pub Demand]]>><<set $phase to 3>><</click>><<promiscuous3>><br> <</if>> :: Pub Sex 4 [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<promiscuity1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $phase lte 0>> "No <<bitchcomma>> this is happening. I didn't walk out here for fresh air." <<He>> grabs you. <br><br> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0 and $finish isnot 1>> <span id="next"><<click [[Next|Pub Sex 4]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Pub Sex 4 Finish]]>><</click>></span><<nexttext>> <</if>> :: Pub Refuse 2 [nobr] <<set $location to "forest">><<set $outside to 1>><<effects>> "Suit yourself." <<He>> says. "I'd be careful if I were you. You don't want to get lost in here." <<He>> heads back to town.<br><br> <<click [[Next|Forest]]>><<set $forest to 0>><<endevent>><</click>><br> :: Pub Sex 4 Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyhealth lte 0>> You push <<him>> backwards and <<he>> trips over a branch. <<tearful>> you lose <<him>> between the trees. <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Thanks babe. I'll let my friends know who to see if they need a slut." <<He>> saunters off into the woods. <<tearful>> you climb to your feet.<br><br> <<if $phase is 1>> You've made £20.<<set $money += 2000>><<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution1>> <<elseif $phase is 2>> You've made £50.<<set $money += 5000>><<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution1>> <<elseif $phase is 3>> You've made £100.<<set $money += 10000>><<set $pubwhore += 1>><<set $prostitutionstat += 1>><<fameprostitution1>> <</if>> <<else>> "Make up your damn mind," <<he>> says, exasperated. <<He>> picks up <<his>> jacket and heads into the forest. <<tearful>> you climb to your feet. <</if>> <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><</click>> :: Pub Demand [nobr] <<effects>> <<set $submissive -= 1>> <<if $submissive gte 1150>> "You just need to pay me," you say, "and you can do what you like with me." <<elseif $submissive lte 850>> "Right. Now pay up," you say, "or you aren't getting anything." <<else>> "Just pay me and we can get started," you say. <</if>> <<promiscuity3>> <<if $phase is 1>> <<set $seductiondifficulty to (7000 - $pubdrink)>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> <<elseif $phase is 2>> <<set $seductiondifficulty to (9000 - $pubdrink)>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> <<else>> <<set $seductiondifficulty to (12000 - $pubdrink)>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> <</if>> <<if $seductionrating gte $seductionrequired>> <<if $pubnpc is 1>> "Is this what I've come to? Hiring hookers in my car?" <<He>> sighs. "I'll pay you. I'll just say I was robbed."<br><br> <<click [[Next|Pub Sex 1]]>><<set $sexstart to 1>><</click>><br> <<elseif $pubnpc is 2>> <<He>> looks hurt. "Oh. I didn't realise you were a prostitute. I thought you just liked me. I'm such an idiot," <<he>> sits on the bed. "I'll hire you. B-but only because I'd hate to drag you here for no reason." <<He>> reaches for you.<br><br> <<click [[Next|Pub Sex 2]]>><<set $sexstart to 1>><</click>><br> <<elseif $pubnpc is 3>> <<He>> desperately rummages in <<his>> pockets for the money, cobbling it together from change. <<He>> dumps it on the ground and lunges once more.<br><br> <<click [[Next|Pub Sex 3]]>><<set $sexstart to 1>><</click>><br> <<elseif $pubnpc is 4>> "You're a wily one," <<he>> says. "I'll pay you. Fair warning though, not everyone appreciates independent whores. You need to watch yourself.<br><br> <<click [[Next|Pub Sex 4]]>><<set $sexstart to 1>><</click>><br> <<else>> <<He>> laughs. "So that's your game is it. Get a <<if $pronoun is "m">>man<<else>>woman<</if>> all hot and bothered then take advantage of their weakness. I can respect that." <<He>> pulls you closer. "But we're doing this my way."<br><br> <<click [[Next|Pub Sex 5]]>><<set $sexstart to 1>><</click>><br> <</if>> <<else>><<set $phase to 0>> <<if $pubnpc is 1>> <<if $rng gte 81>> "So that's how it is? You going to blackmail me next?" <<Hes>> incensed. "If I'm taking a fall, I'm getting something out of it." <<He>> grips your arm and pulls you closer.<br><br><<set $phase to 0>> <<click [[Next|Pub Sex 1]]>><<set $molestationstart to 1>><</click>><br> <<else>> "Is this what I've come to? Hiring hookers in my car?" <<he>> says. "Please leave, I need to think about my decisions. Go."<br><br> <<click [[Next|Harvest Street]]>><<endevent>><</click>> <</if>> <<elseif $pubnpc is 2>> <<if $rng gte 81>> <<He>> looks hurt. "Oh. I didn't realise you were a prostitute. I thought you just liked me. But you manipulated me." <<His>> fists clench. "You think I'm an idiot don't you. I'll show you who's the idiot." <<He>> grabs you.<br><br><<set $phase to 0>> <<click [[Next|Pub Sex 2]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<He>> looks hurt. "Oh. I didn't realise you were a prostitute. I thought you just liked me. I'm such an idiot," <<he>> sits on the bed. "Please leave before my parents get home. I don't want them to see you."<br><br> <<click [[Next|Danube Street]]>><<endevent>><</click>> <</if>> <<elseif $pubnpc is 3>> <<if $rng gte 81>> <<He>> empties <<his>> pockets but uncovers only pieces of string. <<He>> lunges for you anyway.<br><br><<set $phase to 0>> <<click [[Next|Pub Sex 3]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<He>> empties <<his>> pockets but uncovers only pieces of string. <<He>> looks at you pleadingly.<br><br><<set $phase to 0>> <<click [[Pity fuck|Pub Sex 3]]>><<set $sexstart to 1>><<set $phase to 0>><</click>><br> <<click [[Leave|Park]]>><<endevent>><</click>><br> <</if>> <<elseif $pubnpc is 4>> <<if $rng gte 81>> "You're a wily one," <<he>> says. "But I don't think you're in a position to demand anything."<br><br><<set $phase to 0>> <<click [[Next|Pub Sex 4]]>><<set $molestationstart to 1>><</click>><br> <<else>> "You're a wily one," <<he>> says. "But I think I'll pass. Be careful. Not everyone appreciates independent whores."<br><br> <<click [[Leave|Forest]]>><<endevent>><</click>><br> <</if>> <<else>> <<if $rng gte 81>> <<He>> laughs. "So that's your game is it. Get a <<if $pronoun is "m">>man<<else>>woman<</if>> all hot and bothered then take advantage of their weakness. But you've made a mistake. I'm not leaving without cooling off."<br><br><<set $phase to 0>> <<click [[Next|Pub Sex 5]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<He>> laughs. "So that's your game is it. Get a <<if $pronoun is "m">>man<<else>>woman<</if>> all hot and bothered then take advantage of their weakness. I can respect that. I'm not falling for it though. Go find some other fool to torment."<br><br> <<click [[Leave|Pub]]>><<endevent>><</click>><br> <</if>> <</if>> <</if>> :: Pub Accost [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>><<set $money -= 50000>> They take the money, careful not to let anyone else see. "What a shame we couldn't find you," the <<person>> says. "Be careful <<girlcomma>> this won't buy our incompetence for long." They turn and leave.<br><br> <<endevent>> <<click [[Next|Pub]]>><</click>><br> <<else>> They lead you out onto the street. They stay close to you, making sure you have no opportunity to escape. You arrive at the Brothel, and they push you down the staircase beside it. They push you along a corridor lined with doors on both sides until you come to an open one at the end. They push you through.<br><br> You enter a small room. Briar is there, flanked by two more thugs.<<endevent>> <<briar>><<person1>>"I tried to warn you," <<he>> says. <<His>> thugs pick you up by the legs, dropping your head and chest to the ground. <<if $skirt is 1>> Your $lowerclothes slip down your thighs, baring your <<undiesstop>> <</if>> Briar pulls a lever and a hole opens in the wall a few feet off the ground.<br><br> The thugs push your legs through, then your <<bottomcomma>> until your back half hangs out the other side. Briar manipulates the lever a bit, and the hole tightens around your waist. <<He>> kneels in front of you and lifts your chin. "You're going to pay me back the only way you can." <<He>> stands up and leaves the room, taking <<his>> thugs with <<himstop>><<set $leftarm to "bound">><<set $rightarm to "bound">><br><br> <<endevent>> You feel something prod your behind.<br><br> <<set $punishmenthole to 10>> <<click [[Next|Brothel Punishment Rape]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Pub Accost Fight [nobr] <<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust - 100>> <<set $enemyanger += 200>> <<npcidlegenitals>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Pub Accost Fight Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Pub Accost Fight Finish]]>><</click>></span><<nexttext>> <<elseif $pain gte 100>> <span id="next"><<click [[Next|Pub Accost Fight Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Pub Accost Fight]]>><</click>></span><<nexttext>> <</if>> :: Pub Accost Fight Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You break free in their moment of weakness. <<tearful>> you flee down the road.<br><br> <<clotheson>> <<endcombat>> <<harvestquick>> <<elseif $enemyhealth lte 0>> You knock the pair out of the way and escape the pub. <<tearful>> you flee down the road.<<ltrauma>><<lstress>><<ltrauma60>><<lstress60>><br><br> <<clotheson>> <<endcombat>> <<harvestquick>> <<else>> You're too battered to continue to fight. "Nice try," the <<person1>><<person>> says. "Now you come with us."<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Pub Accost]]>><<set $phase to 1>><</click>><br> <</if>>
fire2244/degrees
game/loc-pub.twee
twee
unknown
47,788
:: Widgets School [widget] <<widget "schooleffects">><<nobr>> <<effectstime>> <<if $schoolday is 1>> <<if $hour lte 6>> <<set $schoolstate to "early">><<set $schoollesson to 0>> <<elseif $hour lte 8>> <<set $schoolstate to "morning">><<set $schoollesson to 0>> <<elseif $hour is 9>> <<set $schoolstate to "first">><<set $schoollesson to 1>> <<elseif $hour is 10>> <<set $schoolstate to "second">><<set $schoollesson to 1>> <<elseif $hour is 11>> <<set $schoolstate to "third">><<set $schoollesson to 1>> <<elseif $hour is 12>> <<set $schoolstate to "lunch">><<set $schoollesson to 0>> <<elseif $hour is 13>> <<set $schoolstate to "fourth">><<set $schoollesson to 1>> <<elseif $hour is 14>> <<set $schoolstate to "fifth">><<set $schoollesson to 1>> <<elseif $hour lte 16>> <<set $schoolstate to "afternoon">><<set $schoollesson to 0>> <<elseif $hour gte 17>> <<set $schoolstate to "late">><<set $schoollesson to 0>> <</if>> <<else>> <<if $hour lte 6>> <<set $schoolstate to "earlynoschool">><<set $schoollesson to 0>> <<elseif $hour gte 17>> <<set $schoolstate to "daynoschool">><<set $schoollesson to 0>> <<else>> <<set $schoolstate to "latenoschool">><<set $schoollesson to 0>> <</if>> <</if>> <</nobr>><</widget>> <<widget "schoolperiod">><<nobr>> <<if $exposed lte 0>> <<if $schoolstate is "morning">> <<click [[Go to your science lesson (0:01)|Science Classroom]]>><<pass1>><</click>><br><br> <<elseif $schoolstate is "first">> <<click [[Go to your science lesson (0:01)|Science Classroom]]>><<pass1>><</click>><br><br> <<elseif $schoolstate is "second">> <<click [[Go to your maths lesson (0:01)|Maths Classroom]]>><<pass1>><</click>><br><br> <<elseif $schoolstate is "third">> <<click [[Go to your english lesson (0:01)|English Classroom]]>><<pass1>><</click>><br><br> <<elseif $schoolstate is "lunch">> <<click [[Join the masses in the canteen (0:01)|Canteen]]>><<pass1>><</click>><br> <<click [[Wait in the history classroom (0:01)|History Classroom]]>><<pass1>><</click>><br><br> <<elseif $schoolstate is "fourth">> <<click [[Go to your history lesson (0:01)|History Classroom]]>><<pass1>><</click>><br><br> <<elseif $schoolstate is "fifth">> <<click [[Go to your swimming lesson (0:01)|School Pool Entrance]]>><<pass1>><</click>><br><br> <</if>> <</if>> <</nobr>><</widget>> <<widget "schoolperiodtext">><<nobr>> <<if $schoolstate is "morning">> Your science lesson starts at 9:00.<br><br> <<elseif $schoolstate is "first">> Your science lesson started at 9:00!<br><br> <<elseif $schoolstate is "second">> Your maths lesson started at 10:00!<br><br> <<elseif $schoolstate is "third">> Your english lesson started at 11:00!<br><br> <<elseif $schoolstate is "lunch">> Your history lesson starts at 13:00.<br><br> <<elseif $schoolstate is "fourth">> Your history lesson started at 13:00!<br><br> <<elseif $schoolstate is "fifth">> Your swimming lesson started at 14:00!<br><br> <</if>> <</nobr>><</widget>> <<widget "exhibitorgasm">><<nobr>> <<if $orgasmdown gte 1>><<set $orgasmdown to 0>> <<if $orgasmcurrent lte 0>> <<elseif $orgasmcurrent lte 1>> You spasm against the bindings. <<if $enemyno gte 2>> <<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>> The pair's eyes light up as you squirm. "<<pShes>> cumming!" The <<person>> exclaims, stepping back to avoid your discharge while staring in awe. <<else>> The pair's eyes light up as you squirm. "<<pShes>> cumming!" The <<person>> exclaims. <</if>> <<else>> <<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>> <<else>> <</if>> <</if>> <<elseif $orgasmcurrent is 2>> You spasm again against the bindings. <<if $enemyno gte 2>> <<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>> "I didn't know it could happen more than once!" Says the <<personstop>> <<else>> "I didn't know it could happen more than once!" Says the <<personstop>> <</if>> <<else>> <<if $penisexist is 1 and $devstate is 1 and $orgasmcount lte 23>> <<else>> <</if>> <</if>> <<else>> <</if>><br><br> <</if>> <</nobr>><</widget>> :: School Front Playground [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>><<set $bus to "schoolfrontplayground">> <<if $schoolstate isnot "early" and $schoolstate isnot "late" and $schoolstate isnot "earlynoschool" and $schoolstate isnot "latenoschool" and $schoolstate isnot "daynoschool">> <<if $schoolstate is "morning">> You are in the playground in front of the school. Younger students are already playing, despite school not yet having officially begun.<br><br> <<elseif $schoolstate is "afternoon">> You are in the playground in front of the school. Some students are running around and playing, as the facilities stay open for a couple of hours. <<if $detention gte 1 and $detentionattended isnot 1 and $headnodetention isnot 1>> <span class="purple">You see the head guarding the gate.</span> You're meant to be in detention, so if you leave that way, you'll be apprehended. <<elseif $bullytimer gte 1 and $bullytimeroutside gte 1 and $initwhitney is 1 and $whitneystate isnot "dungeon">> <span class="purple">You see Whitney hanging out by the gate.</span> <</if>> <br><br> <<elseif $schoolstate is "lunch">> You are in the playground in front of the school. It is crowded with students on their lunch break.<br><br> <<else>> You are in the playground in front of the school. It's mostly empty while class is in session.<br><br> <</if>> <<if $exposed gte 1>> You hide behind a shed, keeping your <<lewdness>> hidden.<br><br> <</if>> <<else>> The front playground is empty.<br><br> <</if>> <<schoolperiodtext>> <<if $stress gte 10000>> <<click [[Everything fades to black...|School Passout]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsplayground>> <<else>> <<if $schoolstate isnot "early" and $schoolstate isnot "late" and $schoolstate isnot "earlynoschool" and $schoolstate isnot "latenoschool" and $schoolstate isnot "daynoschool" and $exposed gte 1>> <<click [[Sneak behind the school (0:05)|School Rear Playground]]>><<pass5>><</click>><br> <<else>> <<click [[Enter the school (0:01)|Hallways]]>><<pass1>><</click>><br> <<click [[Rear playground (0:02)|School Rear Playground]]>><<pass2>><</click>><br> <br> <<if $schoolstate is "afternoon" and $detention gte 1 and $detentionattended isnot 1 and $headnodetention isnot 1>> <<click [[Leave the school|School Leave Stop]]>><</click>><br> <<elseif $schoolstate is "afternoon" and $bullytimer gte 1 and $bullytimeroutside gte 1 and $initwhitney is 1 and $whitneystate isnot "dungeon">> <<click [[Leave the school|School Leave Whitney]]>><</click>><br> <<elseif $schoolday is 1 and $hour gte 7 and $hour lte 16>> <<click [[Leave the school (0:01)|Oxford Street]]>><<pass1>><</click>><br> <<else>> <<click [[Leave the School|School Gate Exit]]>><</click>><br> <</if>> <</if>> <</if>> <</if>> <<set $eventskip to 0>> :: School Rear Playground [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>><<set $bus to "schoolrearplayground">> <<if $schoolstate isnot "early" and $schoolstate isnot "late" and $schoolstate isnot "earlynoschool" and $schoolstate isnot "latenoschool" and $schoolstate isnot "daynoschool">> <<if $schoolstate is "morning">> You are in the playground behind the school. Younger students are already playing, despite school not yet having officially begun.<br><br> <<elseif $schoolstate is "afternoon">> You are in the playground behind the school. Some students are running around and playing, as the facilities stay open for a couple of hours.<br><br> <<elseif $schoolstate is "lunch">> You are in the playground behind the school. It is crowded with students on their lunch break.<br><br> <<else>> You are in the playground behind the school. It's mostly empty while class is in session.<br><br> <</if>> <<if $exposed gte 1>> You hide behind a shed, keeping your <<lewdness>> hidden.<br><br> <</if>> <<else>> The rear playground is empty.<br><br> <</if>> <<schoolperiodtext>> <<if $stress gte 10000>> <<click [[Everything fades to black...|School Passout]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsplayground>> <<else>> <<if $schoolstate isnot "early" and $schoolstate isnot "late" and $schoolstate isnot "earlynoschool" and $schoolstate isnot "latenoschool" and $schoolstate isnot "daynoschool" and $exposed gte 1>> <<click [[Sneak into the school (0:03)|Hallways]]>><<pass3>><</click>><br> <<click [[Sneak in front of the school (0:05)|School Front Playground]]>><<pass5>><</click>><br> <br> <<click [[Climb over the fence to the industrial district (0:02)|School Rear Fence Exit]]>><<pass2>><</click>><br> <<else>> <<click [[Enter the school (0:01)|Hallways]]>><<pass1>><</click>><br> <<click [[Front playground (0:02)|School Front Playground]]>><<pass2>><</click>><br> <br> <<click [[Climb over the fence to the industrial district (0:02)|School Rear Fence Exit]]>><<pass2>><</click>><br> <</if>> <<if $historytrait gte 1>> <<if $parktunnelintro gte 1>> <<click [[Secret tunnel to park (0:05)|Park]]>><<pass5>><</click>><br> <<else>> <<click [[Secret tunnel to park (0:05)|Park Tunnel]]>><<pass5>><</click>><br> <</if>> <</if>> <</if>> <</if>> <<set $eventskip to 0>> :: Canteen [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You are in the school canteen. <<if $schoolday is 1>> <<if $schoolstate is "early">> The room is empty.<br><br> <<elseif $schoolstate is "late">> The room is empty.<br><br> <<elseif $schoolstate is "lunch">> The room is packed with students chatting and eating their lunch.<br><br> <<else>> The room is empty, aside from a small group of students chatting around one of the tables.<br><br> <</if>> <<elseif $schoolday isnot 1>> The room is empty.<br><br> <</if>> <<if $exposed gte 1>> <<if $schoolstate is "lunch">> You hide beneath a counter to conceal your <<nuditystop>> You hear the bustle of students mere feet away.<br><br> <<elseif $schoolday is 1 and $schoolstate isnot "early" and $schoolstate isnot "late">> You hide beneath a counter to conceal your <<nuditystop>> You should be able to sneak out if you're quick.<br><br> <<else>> <<exhibitionclassroom>> <</if>> <</if>> <<if $stress gte 10000>> <<click [[Everything fades to black...|School Passout]]>><</click>> <<else>> <<if $schoolday is 1>> <<if $schoolstate is "early">> <<elseif $schoolstate is "late">> <<elseif $schoolstate is "lunch">> <<if $robinmissing isnot 1 and $robinintro is 1 and $luncheaten isnot 1 and $exposed lte 0>> <<set $rng to random(1, 100)>> <<if $rng gte 96>> <<robin>><<person1>>You see Robin trying to eat <<his>> lunch while a group of delinquents harass <<himstop>><<endevent>><br><br> <<click [[Intervene (0:20)|Canteen Lunch Intervene]]>><<set $luncheaten to 1>><<set $robinlove += 5>><</click>><br> <<else>> You see Robin eating lunch.<br><br> <<click [[Eat with Robin (0:20)|Canteen Lunch Robin]]>><<lstress20>><<ltrauma20>><<pass20>><<set $luncheaten to 1>><<set $robinlove += 1>><</click>><<ltrauma>><<lstress>><br> <</if>> <</if>> <<if $luncheaten isnot 1 and $exposed lte 0>> <<click [[Eat Lunch (0:10)|Canteen Lunch]]>><<pass10>><<lstress30>><<set $luncheaten to 1>><</click>><<lstress>><br> <</if>> <<elseif $canteenapproach isnot 1 and $exposed lte 0>> <<click [[Approach the students|Canteen Students]]>><</click>><br> <</if>> <<elseif $schoolday isnot 1>> <</if>> <<if $exposed gte 1 and $schoolstate is "lunch">> <<if $leftarm isnot "bound" and $rightarm isnot "bound">> <<click [[Cover yourself with a tray and try to leave|Canteen Tray]]>><</click>><br> <</if>> <<click [[Wait until the coast is clear|Canteen Wait]]>><</click>><br> <<else>> <<click [[Leave the canteen (0:01)|Hallways]]>><<pass1>><</click>><br> <</if>> <</if>> :: Hallways [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $schoolstate isnot "early" and $schoolstate isnot "late" and $schoolstate isnot "earlynoschool" and $schoolstate isnot "latenoschool" and $schoolstate isnot "daynoschool">> <<if $schoolstate is "morning">> You are in the school hallways. Students and faculty already move through the corridors, although school has not officially begun.<br><br> <<elseif $schoolstate is "afternoon">> You are in the school hallways. Some students and faculty remain despite school finishing, as the facilities stay open for a couple of hours.<br><br> <<elseif $schoolstate is "lunch">> You are in the school hallways. It is crowded with students on their lunch break.<br><br> <<else>> You are in the school hallways. You hear speaking behind the various classroom doors.<br><br> <</if>> <<if $exposed gte 1>> You dart between storerooms, hide beneath stairwells and avoid popular areas to keep your <<lewdness>> hidden.<br><br> <</if>> <<else>> The school hallways are empty.<br><br> <</if>> <<schoolperiodtext>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $stress gte 10000>> <<click [[Everything fades to black...|School Passout]]>><</click>> <<elseif $schoolstate isnot "early" and $schoolstate isnot "late" and $schoolstate isnot "earlynoschool" and $schoolstate isnot "latenoschool" and $schoolstate isnot "daynoschool" and $danger gte (9900 - $allure) and $eventskip is 0>> <<if $exposed gte 1>> <<eventschoolhallwaysexposed>> <<else>> <<eventsschoolhallways>> <</if>> <<else>> <<schoolperiod>> <<if $schoolstate isnot "early" and $schoolstate isnot "late" and $schoolstate isnot "earlynoschool" and $schoolstate isnot "latenoschool" and $schoolstate isnot "daynoschool" and $exposed gte 1>> <<click [[Sneak to rear playground (0:05)|School Rear Playground]]>><<pass5>><</click>><br> <<click [[Sneak to pool (0:03)|School Pool Entrance]]>><<pass3>><</click>><br> <<click [[Sneak to library (0:05)|School Library]]>><<pass5>><</click>><br> <<click [[Sneak to toilets (0:05)|School Toilets]]>><<pass5>><</click>><br> <<else>> <<if $schoolstate is "afternoon" and $detention gte 1 and $detentionattended isnot 1>> <<click [[Go to detention|School Detention]]>><</click>><br> <<if $headdrive gte 1 and $headnodetention isnot 1 and $headmoney isnot 1>> <<click [[Blackmail Leighton|Head's Office Blackmail]]>><<set $phase to 1>><</click>><<crime>><br> <</if>> <br> <</if>> <<click [[Lockers|School Lockers]]>><</click>><br> <br> Outside<br> <<click [[Front playground (0:02)|School Front Playground]]>><<pass2>><</click>><br> <<click [[Rear playground (0:02)|School Rear Playground]]>><<pass2>><</click>><br> <br> Facilities<br> <<click [[Canteen (0:01)|Canteen]]>><<pass1>><</click>><br> <<click [[Pool (0:01)|School Pool Entrance]]>><<pass1>><</click>><br> <<click [[Library (0:02)|School Library]]>><<pass2>><</click>><br> <<if $schoolstate is "afternoon" and $detention gte 1 and $detentionattended isnot 1>> <<else>> <<click [[Head's Office (0:02)|Head's Office]]>><<pass2>><</click>><br> <</if>> <<click [[Toilets (0:02)|School Toilets]]>><<pass2>><</click>><br> <br> Classrooms<br> <<click [[Science classroom (0:01)|Science Classroom]]>><<pass1>><</click>><br> <<click [[Maths classroom (0:01)|Maths Classroom]]>><<pass1>><</click>><br> <<click [[English classroom (0:01)|English Classroom]]>><<pass1>><</click>><br> <<click [[History classroom (0:01)|History Classroom]]>><<pass1>><</click>><br> <</if>> <</if>> <<set $eventskip to 0>> :: Science Classroom [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $schoolstate is "first">> <<if $uppertype is "school" and $lowertype is "school">> <<if $scienceattended is 1>> You rejoin the science lesson, and take your seat. <br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <<elseif $time lte ($hour * 60 + 5)>> You enter the science classroom. <<sirris>><<person1>> Sirris is preparing at the front of the room while the seats fill.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <<else>> You enter the science classroom. <<sirris>><<person1>> Sirris cuts off mid-sentence to regard you. "I'm sorry, but I'll have to record your tardiness."<<gdelinquency>><br><br><<detention10>> You take a seat as Sirris continues.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <</if>> <<else>> <<sirris>><<person1>> Sirris looks at your outfit as you enter. "Where's your uniform? I'm not allowed to teach you without one, you know. The head might have some spares."<br><br> <<click [[Next|Hallways]]>><<endevent>><</click>><br><br> <</if>> <<elseif $schoolstate is "morning">> You enter the science classroom. No one else has arrived yet. You could use the extra time to study.<br><br> <<schoolperiodtext>> <<click [[Study science|Science Classroom Study]]>><</click>><<gstress>><<gscience>><br> <<click [[Leave|Hallways]]>><</click>><br> <<elseif $schoollesson is 1>> <<if $scienceinterrupted is 1>> <<sirris>><<person1>>You enter the science classroom. Sirris cuts off mid-sentence as you enter, looking surprised, then annoyed. "You again? You can't just keep interrupting like this, shoo!" <<He>> shuts the door on you.<<gdelinquency>><br><br> <<detention10>> <<click [[Next|Hallways]]>><<endevent>><</click>> <<else>> <<sirris>><<person1>>You open the door to the science classroom. Sirris cuts off mid-sentence as you enter, looking surprised. "Can I help you?" It seems you've interrupted the lesson.<br><br><<set $scienceinterrupted to 1>> <<click [[Apologise|Science Classroom Apology]]>><<gtrauma10>><<gstress10>><</click>><<gstress>><<gtrauma>><br> <<if $trauma gte 1>> <<click [[Mock|Science Classroom Mock]]>><<gcool1>><<lstress60>><</click>><<lstress>><<gcool>><<gdelinquency>><br> <</if>> <</if>> <<else>> You are in the science classroom. The equipment is kept securely locked away when not in use.<br><br> <<exhibitionclassroom>> <<click [[Leave the room (0:01)|Hallways]]>><<pass1>><</click>><br> <</if>> :: English Classroom [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $schoolstate is "third">> <<if $uppertype is "school" and $lowertype is "school">> <<if $englishattended is 1>> You rejoin the english lesson, and take your seat. <br><br> <<click [[Next|English Lesson]]>><<endevent>><</click>><br> <<elseif $time lte ($hour * 60 + 5)>> You enter the english classroom. <<doren>><<person1>> Doren is preparing at the front of the room while the seats fill.<br><br> <<click [[Next|English Lesson]]>><<endevent>><</click>><br> <<else>> You enter the english classroom. <<doren>><<person1>> Doren cuts off mid-sentence and smiles at you. "Better late than never! Sit down, you've got lost time to make up for."<<gdelinquency>><br><br><<detention10>> You take a seat as Doren continues.<br><br> <<click [[Next|English Lesson]]>><<endevent>><</click>><br> <</if>> <<else>> <<doren>><<person1>> Doren laughs. "You can't attend my lesson without a uniform. Not my rules. Leighton might have something spare."<br><br> <<click [[Next|Hallways]]>><<endevent>><</click>><br><br> <</if>> <<elseif $schoollesson is 1>> <<if $englishinterrupted is 1>> <<doren>><<person1>>You enter the english classroom. Doren stops speaking abruptly and looks your way. "Hah! I'm glad you're eager to study in my class, but don't you have another lesson to be at? I have to mark you down for detention or Leighton'll give me another talking to." <<He>> shoos you out the door.<<gdelinquency>><br><br> <<detention10>> <<click [[Next|Hallways]]>><<endevent>><</click>> <<else>> <<doren>><<person1>>You enter the english classroom. Doren stops speaking abruptly and looks your way. "Something I can do for you, <<if $playergenderappearance is "m">>lad<<else>>lass<</if>>?" It seems you've interrupted the lesson.<br><br><<set $englishinterrupted to 1>> <<click [[Apologise|English Classroom Apology]]>><<gtrauma10>><<gstress10>><</click>><<gstress>><<gtrauma>><br> <<if $trauma gte 1>> <<click [[Mock|English Classroom Mock]]>><<gcool1>><<lstress60>><</click>><<lstress>><<gcool>><<gdelinquency>><br> <</if>> <</if>> <<else>> You are in the English classroom. Bookshelves line the walls.<br><br> <<exhibitionclassroom>> <<click [[Leave the room (0:01)|Hallways]]>><<pass1>><</click>><br> <</if>> :: Maths Classroom [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $schoolstate is "second">> <<if $uppertype is "school" and $lowertype is "school">> <<if $mathsattended is 1>> You rejoin the maths lesson, and take your seat. <br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>><br> <<elseif $time lte ($hour * 60 + 5)>> You enter the maths classroom. <<river>><<person1>> River is preparing at the front of the room while the seats fill.<br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>><br> <<else>> You enter the maths classroom. <<river>><<person1>> River cuts off mid-sentence to regard you. "You're late. Maybe some time in detention will prevent future tardiness."<<gdelinquency>><br><br><<detention10>> You take a seat as River continues.<br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>><br> <</if>> <<else>> <<river>><<person1>> River's eyes narrow as you enter. "You can't attend my lesson without a uniform. Go see the head."<br><br> <<click [[Next|Hallways]]>><<endevent>><</click>><br><br> <</if>> <<elseif $schoollesson is 1>> <<if $mathsinterrupted is 1>> <<river>><<person1>>You enter the maths classroom. River stops speaking abruptly and looks your way. "You again? Get out." <<He>> shuts the door on you.<<gdelinquency>><br><br> <<detention10>> <<click [[Next|Hallways]]>><<endevent>><</click>> <<else>> <<river>><<person1>>You enter the maths classroom. River stops speaking abruptly and looks your way. "Yes, what is it?" It seems you've interrupted the lesson.<br><br><<set $mathsinterrupted to 1>> <<click [[Apologise|Maths Classroom Apology]]>><<gtrauma10>><<gstress10>><</click>><<gstress>><<gtrauma>><br> <<if $trauma gte 1>> <<click [[Mock|Maths Classroom Mock]]>><<gcool1>><<lstress60>><</click>><<lstress>><<gcool>><<gdelinquency>><br> <</if>> <</if>> <<else>> You are in the maths classroom. Charts and graphs cover the walls.<br><br> <<exhibitionclassroom>> <<click [[Leave the room (0:01)|Hallways]]>><<pass1>><</click>><br> <</if>> :: History Classroom [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $schoolstate is "fourth">> <<if $uppertype is "school" and $lowertype is "school">> <<if $historyattended is 1>> You rejoin the history lesson, and take your seat. <br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> <<elseif $time lte ($hour * 60 + 5)>> You enter the history classroom. <<winter>><<person1>> Winter is preparing at the front of the room while the seats fill.<br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> <<else>> You enter the history classroom. <<winter>><<person1>> Winter cuts off mid-sentence and looks at you. <<He>> taps <<his>> watch and points to your seat.<<gdelinquency>><br><br><<detention10>> You take your seat as Winter continues.<br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> <</if>> <<else>> <<winter>><<person1>> Winter looks at your clothing. "You can't have believed I wouldn't notice. Go see the head."<br><br> <<click [[Next|Hallways]]>><<endevent>><</click>><br><br> <</if>> <<elseif $schoolstate is "lunch">> You enter the history classroom. No one else has arrived yet. You could use the extra time to study.<br><br> <<schoolperiodtext>> <<click [[Study history|History Classroom Study]]>><</click>><<gstress>><<ghistory>><br> <<click [[Leave|Hallways]]>><</click>><br> <<elseif $schoollesson is 1>> <<if $historyinterrupted is 1>> <<winter>><<person1>>You enter the history classroom. Winter stops speaking abruptly and looks your way. "Every time you interrupt me you damage your fellow student's chances. I'll mark you down for detention." <<He>> guides you to the door.<<gdelinquency>><br><br> <<detention10>> <<click [[Next|Hallways]]>><<endevent>><</click>> <<else>> <<winter>><<person1>>You enter the history classroom. Winter stops speaking abruptly and looks your way. "And what can I do for you?" It seems you've interrupted the lesson.<br><br><<set $historyinterrupted to 1>> <<click [[Apologise|History Classroom Apology]]>><<gtrauma10>><<gstress10>><</click>><<gstress>><<gtrauma>><br> <<if $trauma gte 1>> <<click [[Mock|History Classroom Mock]]>><<gcool1>><<lstress60>><</click>><<lstress>><<gcool>><<gdelinquency>><br> <</if>> <</if>> <<else>> You are in the History classroom. It has a stuffy atmosphere.<br><br> <<exhibitionclassroom>> <<click [[Leave the room (0:01)|Hallways]]>><<pass1>><</click>><br> <</if>> :: School Toilets [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You are in the antechamber outside the school toilets.<br><br> <<if $stress gte 10000>> <<click [[Everything fades to black...|School Passout]]>><</click>> <<else>> <<click [[Boy's Toilets|School Boy's Toilets]]>><</click>><br> <<click [[Girl's Toilets|School Girl's Toilets]]>><</click>><br> <br> <<if $historytrait gte 2 and $schooldrainintro isnot 1>> <<click [[Secret tunnel to drain system (0:02)|School Drain]]>><<pass2>><</click>><br><br> <<elseif $historytrait gte 2>> <<click [[Secret tunnel to drain system (0:02)|Commercial Drain]]>><<pass2>><</click>><br><br> <</if>> <<click [[Leave the toilets (0:01)|Hallways]]>><<pass1>><</click>><br> <</if>> :: School Locked [nobr] <<set $outside to 0>><<effects>><<set $lock to 200>> The school gate is shut and sealed by a sturdy padlock.<br><br> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|School Front Playground]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Oxford Street]]>><</click>><br> :: School Pool Entrance [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You are outside the school changing rooms. You need to pass through them to access the pool.<br><br> <<if $exposed gte 1>> A stack of towels sits on a trolley beside the door. <br><br> <<click [[Grab some towels|School Pool Entrance]]>><<towelup>><</click>> <br><br> <</if>> <<click [[Boy's Changing Room|School Boy's Changing Room]]>><</click>><br> <<click [[Girl's Changing Room|School Girl's Changing Room]]>><</click>><br><br> <<if $schoolstate isnot 0 and $schoolday is 1 and $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<if $storelocation is "schoolgirlschangingroom" and $playergenderappearance is "m">> <<click [[Wait for the girls to leave (0:05)|School Pool Entrance]]>><<pass5>><</click>><br><br> <</if>> <<if $storelocation is "schoolboyschangingroom" and $playergenderappearance is "f">> <<click [[Wait for the boys to leave (0:05)|School Pool Entrance]]>><<pass5>><</click>><br><br> <</if>> <</if>> <<click [[Leave|Hallways]]>><</click>><br> :: School Library [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You are in the school library. <<if $schoolday is 1>> <<if $schoolstate is "early">> The library is devoid of people, it being so early in the day.<br><br> <<elseif $schoolstate is "late">> The library is devoid of people, students and teachers having gone home for the day.<br><br> <<elseif $schoolstate is "lunch">> The room is packed with students using their lunch break to catch up with homework.<br><br> <<else>> Several students are present, working at the desks and searching among the bookshelves.<br><br> <</if>> <<elseif $schoolday isnot 1>> The library is devoid of people.<br><br> <</if>> <<if $exposed gte 1>> <<if $schoolday is 1 and $schoolstate isnot "early" and $schoolstate isnot "late">> You hide between the bookshelves, doing your best to conceal your <<nuditystop>> <br><br> <<else>> <<exhibitionclassroom>> <</if>> <</if>> <<if $stress gte 10000>> <<click [[Everything fades to black...|School Passout]]>><</click>> <<else>> <<if $exposed lte 0>> <<projectoptions>> <<click [[Study science (0:20)|Library Study]]>><<pass20>><<set $phase to 1>><</click>><<gscience>><br> <<click [[Study maths (0:20)|Library Study]]>><<pass20>><<set $phase to 2>><</click>><<gmaths>><br> <<click [[Study english (0:20)|Library Study]]>><<pass20>><<set $phase to 3>><</click>><<genglish>><br> <<click [[Study history (0:20)|Library Study]]>><<pass20>><<set $phase to 4>><</click>><<ghistory>><br><br> <</if>> <<click [[Leave the library (0:01)|Hallways]]>><<pass1>><</click>><br> <</if>> :: School Rear Fence [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You haul yourself over the fence and drop down on the other side. <<set $lowerintegrity -= 20>> <<if $lowertype is "naked">> <<if $undertype isnot "naked">> <<set $underintegrity -= 20>> <<if $underintegrity lte 0>> You feel strangely cold. You look back at the fence, and see your $underclothes hanging from one of the spikes! <<else>> Your $underclothes caught on a spike and tore slightly as you climbed over. <</if>> <<else>> A breeze caresses your <<genitalscomma>> making you shiver. <</if>> <<else>> <<if $lowerintegrity lte 0>> You feel strangely cold. You look back at the fence, and see your $lowerclothes hanging from one of the spikes! <<else>> Your $lowerclothes caught on a spike and tore slightly as you climbed over. <</if>> <</if>> <br><br> <<click [[Next|School Rear Playground]]>><</click>><br><br> :: School Rear Fence Exit [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You haul yourself over the fence and drop down on the other side. <<set $lowerintegrity -= 20>> <<if $lowertype is "naked">> <<if $undertype isnot "naked">> <<set $underintegrity -= 20>> <<if $underintegrity lte 0>> You feel strangely cold. You look back at the fence, and see your $underclothes hanging from one of the spikes! <<else>> Your $underclothes caught on a spike and tore slightly as you climbed over. <</if>> <<else>> A breeze caresses your <<genitalscomma>> making you shiver. <</if>> <<else>> <<if $lowerintegrity lte 0>> You feel strangely cold. You look back at the fence, and see your $lowerclothes hanging from one of the spikes! <<else>> Your $lowerclothes caught on a spike and tore slightly as you climbed over. <</if>> <</if>> <br><br> <<click [[Next|Industrial alleyways]]>><</click>><br><br> :: Science Classroom Apology [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> Embarrassed, you apologise and leave.<br><br> <<click [[Next|Hallways]]>><<endevent>><</click>> :: Science Classroom Mock [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You mock the teacher. "A white lab coat is a good idea <<sircomma>> it'll hide the stains." Laughter erupts among the seated students.<br><br> Sirris looks exasperated. "Right. I'll have to inform the head of your behaviour, you know. Please, just go."<<gdelinquency>><br><br> <<detention10>><<set $sirrislove -= 1>> <<click [[Next|Hallways]]>><<endevent>><</click>> :: Science Classroom Study [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You take a seat and read a science textbook.<br><br> <<sirris>><<person1>>The classroom soon fills and Sirris arrives to begin the lesson.<br><br> <<if $uppertype is "school" and $lowertype is "school">> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <<else>> Sirris looks at your outfit as <<he>> enters. "Where's your uniform? I'm not allowed to teach you without one, you know. The head might have some spares."<br><br> <<click [[Next|Hallways]]>><<endevent>><</click>><br><br> <</if>> <<pass5>><<gstress5>><<scienceskill>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "first">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> :: Science Lesson [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<set $scienceattended to 1>> <<if $schoolevent is 0 and $schooleventtimer lte 0>><<set $schoolevent += 1>><<set $schooleventtimer to 14>> <<sirris>><<person1>>"The headteacher has asked to be involved with the lesson today," Sirris says. "I know you'll all be on your best behaviour." The door opens as <<he>> finishes, and Leighton steps in.<br><br> <<endevent>><<leighton>><<person1>><<He>> strides to the front of the class. "Thank you Sirris," <<he>> says. "Why don't you take a break?"<br><br> Sirris looks perplexed. "I thought you'd want my help, I've prepared-"<br><br> "Don't you worry. I've prepared my own plan for the lesson. Now go relax in that cafe you like."<br><br> <<endevent>><<sirris>><<person1>> Sirris opens <<his>> mouth to argue, but thinks better of it. "Be good," <<he>> whispers to the class on <<his>> way out.<br><br> <<endevent>><<leighton>><<person1>> <<click [[Next|Penis Inspection]]>><<pass5>><</click>><br> <<elseif $schoolevent is 1 and $schooleventtimer lte 0>><<set $schoolevent += 1>><<set $schooleventtimer to 14>> <<sirris>><<person1>>"The headteacher has once again asked to take charge of the lesson," Sirris says.<<endevent>><<leighton>><<person1>> "I don't know why <<hes>> taken an interest, but <<he>> seemed satisfied last time."<br><br> The door swings open and Leighton steps in, a smile on <<his>> face. "Thank you Sirris," <<he>> says. "I'll take it from here."<br><br> "Are you sure I can't assist?" Sirris asks.<br><br> "I'll be fine. You have a very cute class."<br><br> <<endevent>><<sirris>><<person1>> "O-okay." Sirris turns to the class as <<he>> leaves. "Be good," <<he>> whispers.<br><br> <<endevent>><<leighton>><<person1>> <<click [[Next|Pussy Inspection]]>><<pass5>><</click>><br> <<elseif $schoolevent is 2 and $schooleventtimer lte 0>><<set $schoolevent += 1>><<set $schooleventtimer to 14>> <<sirris>><<person1>>"The headteacher has asked to take over todays lesson," Sirris says. "I hope it's not because I'm doing my job improperly."<br><br> <<endevent>><<leighton>><<person1>> "You're doing fine," Leighton says as <<he>> enters. "I'm just conducting government-mandated health checks."<br><br> "I can help with that, I have-"<br><br> Leighton raises <<his>> arm and Sirris fall quiet. "Go take a break. Your class will be in one piece when you return."<br><br> <<endevent>><<sirris>><<person1>> Sirris looks at the class as <<he>> leaves. "I won't be long." <<he>> whispers.<br><br> <<endevent>><<leighton>><<person1>> <<click [[Next|Breast Inspection]]>><<pass5>><</click>><br> <<else>> <<if $time lte ($hour * 60 + 5)>> The science lesson begins, how do you want to conduct yourself?<br><br> <<else>> The science lesson continues, how do you want to conduct yourself?<br><br> <</if>> <<click [[Focus on the lesson|Science Lesson Focus]]>><</click>><<gstress>><<gscience>><br> <<click [[Socialize with classmates|Science Lesson Socialize]]>><</click>><<gcool>><<ltrauma>><<lstress>><<gharass>><br> <<click [[Daydream|Science Lesson Daydream]]>><</click>><<lstress>> <<lharass>><br> <<if $exhibitionism gte 55>> <<click [[Masturbate|Science Lesson Masturbate]]>><<set $masturbationstart to 1>><</click>><<exhibitionist4>><br> <</if>> <</if>> :: Science Lesson Socialize [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<towelup>> <<if $cool gte ($coolmax / 5 * 2)>> You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. You soon become the center of attention. <<elseif $cool lt ($coolmax / 5)>> You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. <<else>> You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. Most avoid interacting with you. <</if>> <br><br> <<pass5>><<gcool1>><<ltrauma10>><<lstress5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<ltrauma10>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure * 2))>> <<eventsscience>> <<else>> <<eventssciencesafe>> <</if>> <</if>> :: Science Lesson Daydream [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<towelup>> <<if $trauma gte (($traumamax / 10) * 7)>> You keep to yourself, afraid that one wrong move will result in the whole class molesting you. <<elseif $trauma gte (($traumamax / 10) * 2)>> You focus on your own thoughts, trying to keep the creeping anxiety at bay. <<else>> You don't really pay attention to the lesson, instead idly staring out the window and thinking about what you'll do after school. <</if>> <br><br> <<pass5>><<lstress5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure / 2))>> <<eventsscience>> <<else>> <<eventssciencesafe>> <</if>> <</if>> :: Science Lesson Focus [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<towelup>> You focus on listening to the teacher and studying the material. It's hard going, but you think you're making progress.<br><br> <<pass5>><<gstress5>><<scienceskill>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<gstress5>><<scienceskill>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<gstress5>><<scienceskill>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<gstress5>><<scienceskill>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - $allure)>> <<eventsscience>> <<else>> <<eventssciencesafe>> <</if>> <</if>> :: Widgets Events Science [widget] <<widget "eventsscience">><<nobr>> <<if $rng gte 91 and $playergenderappearance is "m" and $legsacc is "girls gym socks">> <<generates1>><<person1>>A <<person>> looks at your feet. "Why are you wearing girl's socks?" <<he>> asks loudly. "Do they make you feel pretty?" <<His>> friends start laughing.<br><br> <<click [[Kick|Science Kick]]>><<lstress60>><<ltrauma60>><<detention30>><</click>><<gdelinquency>><<ltrauma>><<lstress>><br> <<click [[Ignore|Science Lesson]]>><<gstress60>><<gtrauma60>><<endevent>><</click>><<gtrauma>><<gstress>><br> <<elseif $rng gte 91 and $playergenderappearance is "f" and $legsacc is "boys gym socks">> <<generates1>><<person1>>A <<person>> looks at your feet. "Why are you wearing boy's socks?" <<he>> asks loudly. "Do you think they'll make people forget you're a slut?" <<His>> friends start laughing.<br><br> <<click [[Kick|Science Kick]]>><<lstress60>><<ltrauma60>><<detention30>><</click>><<gdelinquency>><<ltrauma>><<lstress>><br> <<click [[Ignore|Science Lesson]]>><<gstress60>><<gtrauma60>><<endevent>><</click>><<gtrauma>><<gstress>><br> <<elseif $rng gte 81>> <<sirris>><<generates2>><<person2>>The class conducts an experiment with chemicals.<br><br> A <<person>> splashes your clothes with acid! "Sorry, I slipped," <<he>> says, smirking. <<set $upperintegrity -= 20>> <<set $lowerintegrity -= 20>> <<set $underintegrity -= 20>> <<integritycheck>> <<exposure>> <br><br> <<if $uppertype isnot "naked" and $lowertype isnot "naked">> It's not a very potent acid, but it does leave your clothing worse for wear.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <<else>> The acid eats through your clothes, and you soon find yourself exposed in front of the entire class! You do your best to conceal your <<lewdness>> as Sirris rushes over with some towels. You cover up, but not before the rest of the class get a good look.<br><br><<towelup>> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <</if>> <<elseif $rng gte 61>> <<sirris>><<person1>>Sirris asks you to come to the front of the class. <br><br> <<click [[Next|Science Event3]]>><</click>><br> <<elseif $rng gte 41>> The class arrange themselves around the terrariums lining the edge of the room. You observe the plants contained within and try to identify the species.<br><br> <<click [[Next|Science Terrarium]]>><</click>><br> <<elseif $rng gte 21>> A group of delinquents decide to pick on you.<br><br> <<click [[Ask the teacher for help|Science Pick]]>><<lcool10>><</click>><<lcool>><br> <<click [[Endure it|Science Pick]]>><<set $phase to 1>><<gstress20>><<gtrauma20>><</click>><<gtrauma>><<gstress>><br> <<elseif $rng gte 1>> Sirris asks everyone to group up into pairs.<br><br><<set $rng to random(1, 100)>> <<if $cool gte 80>> You find a partner and together dissect a <<if $rng gte 75>>sheep's eye<<elseif $rng gte 50>>insect<<elseif $rng gte 25>>worm<<else>>frog<</if>>.<br><br> <<click [[Just focus on the dissection|Science Dissection]]<<scienceskill>><</click>><<gscience>><br> <<click [[Joke around with your partner|Science Dissection]]>><<ltrauma10>><<lstress10>><<gcool1>><<set $phase to 1>><</click>><<ltrauma>><<lstress>><<gcool>><br> <<else>> <<sirris>><<person1>>The other students avoid you, and you find yourself unable to find a partner. Sirris carries in a plastic box, but stops to speak to you when <<he>> sees that you're alone.<br><br> "I have a special job for you. There's another box like this one in the shed just next to the school entrance. Could you bring it here?"<br><br> You walk to the shed, which is unlocked, and find the box just inside. It's really heavy! You can barely lift it, but manage to carry it back into the school. <<physique>><<endevent>><br><br> <<if $rng gte 21>> You arrive back at the classroom, where the rest of the class is busy dissecting frogs. Lacking a partner, you get one all to yourself.<<gscience>><<scienceskill>><br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <<else>> <<generatey1>><<generatey2>><<generatey3>> You walk past three delinquents smoking in a corridor. You didn't see them coming due to the box blocking your view. They start hounding you down the hall. <<person1>>The <<person>> grabs the hem of your $lowerclothes and tries to tug them down! <<if $undertype is "naked">> <span class="lewd">You shiver as you realise you aren't wearing any underwear!</span> <</if>> <br><br> "Let's see what <<pshes>> got on under this," the <<person2>><<person>> and <<person3>><<person>> move closer, intending to join in.<br><br> You're unable to protect yourself while your arms are occupied by the box. You'll have to bend over to put the box down without breaking anything inside, but you feel that doing so would make you even more vulnerable.<br><br> <<click [[Drop the box and protect yourself|Science Dissection]]>><<set $phase to 2>><<detention20>><</click>><<gdelinquency>><br> <<click [[Just endure it|Science Dissection]]>><<set $phase to 3>><<gstress20>><<gtrauma20>><</click>><<gtrauma>><<gstress>><br> <<click [[Bend over and put the box down gently|Science Dissection]]>><<set $phase to 4>><</click>> <</if>> <</if>> <</if>> <</nobr>><</widget>> <<widget "eventssciencesafe">><<nobr>> <<if $scienceproject is "none" and $yeardays gte 2>><<set $scienceproject to "ongoing">><<set $scienceprojectdays to (21 + (7 - $weekday))>> <<sirris>><<person1>><<scienceprojectstart>> "The science fair will be held in a few weeks," Sirris announces. "Taking part is optional, but it's a good opportunity to learn in a more practical way. The theme is local wildlife. I have a project idea for each of you, but you can come up with your own if you like."<br><br> Sirris asks the class to turn to page $rng of their textbook, then walks around room handing out small cards. Yours reads: "Lichen grows in many places around town. What impact does the local environment have on the species that thrive?" It continues on to some variables you could test, and ends with: "Remember to ask permission before entering private property!"<<set $sciencelichenknown to 1>><br><br> Sirris arrives back at the front. "The fair will be held on a Saturday, at the town hall. I hope you'll be there even if you don't bring a project."<br><br> <span class="gold">Science project added to journal.</span><br><br> <<if $sciencephallusknown isnot 1 and $promiscuity gte 35>><<set $sciencephallusknown to 1>> A lewd thought comes to you as the other students discuss ideas. <span class="gold">You've conceived the "local phalli" science project.</span><br><br> <</if>> <<endevent>> <<click [[Next|Science Lesson]]>><</click>><br> <<elseif $rng gte 81>> Sirris asks the class to turn to page $rng of their textbook. The classroom has a laid-back atmosphere, most students spend more time chatting than reading.<br><br> <<click [[Next|Science Lesson]]>><</click>> <<elseif $rng gte 61>> The class conducts an experiment with chemicals. You're careful not to spill any.<br><br> <<click [[Next|Science Lesson]]>><</click>> <<elseif $rng gte 41>> Some delinquents pick on one of the nerdy students. Sirris has the offenders move to the other side of the classroom.<br><br> <<click [[Next|Science Lesson]]>><</click>> <<elseif $rng gte 21>> <<sirris>><<person1>> Sirris asks the class a question. You think you know the answer.<br><br> <<click [[Put your hand up|Science Event1]]>><<set $phase to 1>><<gstress10>><<set $science += 1>><</click>><<gstress>><<gscience>><br> <<click [[Keep your head down|Science Event1]]>><</click>><br> <<elseif $rng gte 1>> <<if $dissociation gte 1>> <<sirris>><<person1>>Sirris approaches you. "Is everything okay?" <<He>> asks. "You don't look... well." <br><br> <<click [[I'm fine|Science Event2]]>><</click>><br> <<click [[Break down|Science Event2]]>><<set $phase to 1>><</click>><br> <<else>> Sirris approaches you. "Is there anything I can help clarify for you?" <br><br> <<click [[Yes|Science Event2]]>><<set $phase to 2>><<set $science += 1>><</click>><<gscience>><br> <<click [[No|Science Event2]]>><<set $phase to 3>><</click>><br> <</if>> <</if>> <</nobr>><</widget>> :: Science Event1 [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 1>> You raise your hand. Sirris points at you, and you give your answer. <<He>> smiles as you speak. "Well done! It's clear you've been doing your homework."<br><br> <<else>> You keep quiet. You might be wrong anyway.<br><br> <</if>> <<click [[Next|Science Lesson]]>><<endevent>><</click>> :: Science Event2 [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 0>> Sirris' concern is clearly not assuaged, but <<he>> nods and moves on.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>> <<elseif $phase is 1>> Despair overtakes you and you burst into tears. Sirris says something, but you can't make it out. You lose conciousness.<br><br> <<endevent>> <<ambulance>> <<elseif $phase is 2>> Sirris spends a couple of minutes helping you fill some holes in your understanding. When it's over, you feel like you understand the material much better.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>> <<elseif $phase is 3>> Sirris nods and moves on.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>> <</if>> :: Head's Office [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $schoolday is 1 and $schoolstate isnot "early" and $schoolstate isnot "late">> <<leighton>><<person1>> You knock on the head<<if $pronoun is "m">>master<<else>>mistress<</if>>'s door. You hear <<his>> voice on the other side. "Enter."<br><br> <<if $uppertype is "school" and $lowertype is "school">> <<if $headinterrupted is 0>> Leighton looks up from <<his>> desk as you enter. "How can I help you?"<br><br> <<click [[Leave the office (0:01)|Hallways]]>><<endevent>><<pass1>><<set $headinterrupted to 1>><</click>><br> <<if $headdrive is 1 and $headnodetention isnot 1 and $headmoney isnot 1>> <<click [[Blackmail|Head's Office Blackmail]]>><</click>><<crime>><br> <</if>> <<if $schoolfameblackmail gte 1>> <<if $schoolfameboard is 1>> <<if $schoolfameconsensual is 1>> <<click [[Photoshoot (0:20)|Head's Office Photoshoot]]>><<set $schoolfameblackmail to 0>><</click>><br> <<elseif $exhibitionism gte 55 and $schoolfameblackmail gte 3>> <<click [[Offer to do photoshoots for money|Head's Office Photoshoot Offer]]>><<set $schoolfameblackmail to 0>><<set $schoolfameconsensual to 1>><</click>><<exhibitionist4>><br> <</if>> <<else>> <<click [[Photoshoot (0:20)|Head's Office Photoshoot Blackmail]]>><<set $schoolfameblackmail to 0>><<gtrauma60>><<gstress60>><<set $leightondom += 1>><</click>><<gtrauma>><<gstress>><br> <</if>> <</if>> <<else>> <<if $exposed gte 1>> <<fameexhibitionism1>> <</if>> <<if $headnodetention isnot 1>> Leighton looks up from <<his>> desk as you enter. "You again? It's rude to keep bothering me without purpose. I'll have to flag you for punishment if this isn't important."<br><br> <<else>> Leighton looks up from <<his>> desk as you enter. "We have nothing to discuss. Get out." <</if>> <<click [[Leave the office (0:01)|Hallways]]>><<endevent>><<pass1>><<detention10>><</click>><<gdelinquency>><br> <<if $headdrive is 1 and $headnodetention isnot 1 and $headmoney isnot 1>> <<click [[Blackmail|Head's Office Blackmail]]>><</click>><<crime>><br> <</if>> <<if $schoolfameblackmail gte 1>> <<if $schoolfameboard is 1>> <<if $schoolfameconsensual is 1>> <<click [[Photoshoot (0:20)|Head's Office Photoshoot]]>><<set $schoolfameblackmail to 0>><</click>><br> <<elseif $exhibitionism gte 55 and $schoolfameblackmail gte 3>> <<click [[Offer to do photoshoots for money|Head's Office Photoshoot Offer]]>><<set $schoolfameblackmail to 0>><<set $schoolfameconsensual to 1>><</click>><<exhibitionist4>><br> <</if>> <<else>> <<click [[Photoshoot (0:20)|Head's Office Photoshoot Blackmail]]>><<set $schoolfameblackmail to 0>><<gtrauma60>><<gstress60>><<set $leightondom += 1>><</click>><<gtrauma>><<gstress>><br> <</if>> <</if>> <</if>> <<else>> Leighton looks up from <<his>> desk as you enter. "Oh. This won't do at all." <<He>> pulls some clothing out of a draw. "Here you go."<br><br> <<if $uppertype isnot "school" and $lowertype isnot "school">> <<if $playergender is "m">> <<if $rng gte 51>><<set $clothingselector to "m">> <<He>> hands you a worn-looking school shirt and a pair of school shorts. "You can get changed in the storeroom. I'll have your clothes sent to the pool for you to collect after school." <<He>> turns back to <<his>> computer and leaves you to change.<br><br> <<click [[Get changed and leave (0:01)|Hallways]]>><<storeclothes>><<set $storelocationinit to "pool">><<storelocation>><<undress>><<schoolspareclothes>><<endevent>><<pass1>><</click>><br> <<else>><<set $clothingselector to "f">> <<He>> hands you a worn-looking school shirt and skirt. <<He>> speaks before you can articulate any apprehension. "I know it's a girl's uniform, but it's all I have. Wear your own uniform if you don't want this to happen in the future." <<He>> turns back to <<his>> computer and leaves you to change.<br><br> <<click [[Get changed and leave (0:01)|Hallways]]>><<storeclothes>><<set $storelocationinit to "pool">><<storelocation>><<undress>><<schoolspareclothes>><<endevent>><<pass1>><</click>><br> <<click [["There's no way I can wear this!" |Head's Office Refusal]]>><<detention10>><</click>><<gdelinquency>><br> <</if>> <<elseif $playergender is "f">> <<if $rng gte 51>><<set $clothingselector to "f">> <<He>> hands you a worn-looking school shirt and a school skirt. "You can get changed in the storeroom. I'll have your clothes sent to the pool for you to collect after school." <<He>> turns back to <<his>> computer and leaves you to change.<br><br> <<click [[Get changed and leave (0:01)|Hallways]]>><<storeclothes>><<set $storelocationinit to "pool">><<storelocation>><<undress>><<schoolspareclothes>><<endevent>><<pass1>><</click>><br> <<else>><<set $clothingselector to "m">> <<He>> hands you a worn-looking school shirt and pair of shorts. <<He>> speaks before you can articulate any apprehension. "I know it's a boy's uniform, but it's all I have. Wear your own uniform if you don't want this to happen in the future." <<He>> turns back to <<his>> computer and leaves you to change.<br><br> <<click [[Get changed and leave (0:01)|Hallways]]>><<storeclothes>><<set $storelocationinit to "pool">><<storelocation>><<undress>><<schoolspareclothes>><<endevent>><<pass1>><</click>><br> <<click [["There's no way I can wear this!" |Head's Office Refusal]]>><<detention10>><</click>><<gdelinquency>><br> <</if>> <</if>> <<elseif $lowertype isnot "school">> <<if $playergender is "m">> <<if $rng gte 51>><<set $clothingselector to "m">> <<He>> hands you a worn-looking pair of school shorts. "You can get changed in the storeroom. I'll have your clothes sent to the pool for you to collect after school." <<He>> turns back to <<his>> computer and leaves you to change.<br><br> <<click [[Get changed and leave (0:01)|Hallways]]>><<storeclothes>><<set $storelocationinit to "pool">><<storelocation>><<undress>><<schoolspareclothes>><<endevent>><<pass1>><</click>><br> <<else>><<set $clothingselector to "f">> <<He>> hands you a worn-looking school skirt. <<He>> speaks before you can articulate any apprehension. "I know it's a girl's uniform, but it's all I have. Wear your own uniform if you don't want this to happen in the future." <<He>> turns back to <<his>> computer and leaves you to change.<br><br> <<click [[Get changed and leave (0:01)|Hallways]]>><<storeclothes>><<set $storelocationinit to "pool">><<storelocation>><<undress>><<schoolspareclothes>><<endevent>><<pass1>><</click>><br> <<click [["There's no way I can wear this!" |Head's Office Refusal]]>><<detention10>><</click>><<gdelinquency>><br> <</if>> <<elseif $playergender is "f">> <<if $rng gte 51>><<set $clothingselector to "f">> <<He>> hands you a worn-looking school skirt. "You can get changed in the storeroom. I'll have your clothes sent to the pool for you to collect after school." <<He>> turns back to <<his>> computer and leaves you to change.<br><br> <<click [[Get changed and leave (0:01)|Hallways]]>><<storeclothes>><<set $storelocationinit to "pool">><<storelocation>><<undress>><<schoolspareclothes>><<endevent>><<pass1>><</click>><br> <<else>><<set $clothingselector to "m">> <<He>> hands you a worn-looking pair of school shorts. <<He>> speaks before you can articulate any apprehension. "I know it's a boy's uniform, but it's all I have. Wear your own uniform if you don't want this to happen in the future." <<He>> turns back to <<his>> computer and leaves you to change.<br><br> <<click [[Get changed and leave (0:01)|Hallways]]>><<storeclothes>><<set $storelocationinit to "pool">><<storelocation>><<undress>><<schoolspareclothes>><<endevent>><<pass1>><</click>><br> <<click [["There's no way I can wear this!" |Head's Office Refusal]]>><<detention10>><</click>><<gdelinquency>><br> <</if>> <</if>> <<elseif $uppertype isnot "school">> <<He>> hands you a worn-looking school shirt. "You can get changed in the storeroom. I'll have your clothes sent to the pool for you to collect after school." <<He>> turns back to <<his>> computer and leaves you to change.<br><br> <<click [[Get changed and leave (0:01)|Hallways]]>><<storeclothes>><<set $storelocationinit to "pool">><<storelocation>><<undress>><<schoolspareclothes>><<endevent>><<pass1>><</click>><br> <</if>> <</if>> <<else>> The office is empty.<br><br> <<if $headpasswordknown is 1 and $headdrive isnot 1>> <<click [[Break into computer|Head's Computer]]>><</click>><br> <</if>> <<click [[Leave the office (0:01)|Hallways]]>><<pass1>><</click>><br> <</if>> :: Head's Office Refusal [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<He>> looks at you sternly. "Don't talk back. I told you to get dressed. Now, get dressed."<br><br> <<click [[Wear the clothes and leave (0:01)|Hallways]]>><<storeclothes>><<set $storelocationinit to "pool">><<storelocation>><<undress>><<schoolspareclothes>><<pass1>><<endevent>><</click>><br> <<click [[Walk out|Hallways]]>><<detention30>><<endevent>><</click>><<gdelinquency>><br> :: Science Event3 [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $scienceprogression gte 4 and $delinquency gte 1000>> Sirris smiles at you. "This part of the lesson is on human anatomy. I need you to remove your clothing, all of it. Don't be embarrassed, this is important for the lesson."<br><br> <<click [[Refuse|Science Refusal]]>><<detention10>><</click>><<gdelinquency>><br> <<click [[Undress|Science Undress]]>><<uppernaked>><<lowernaked>><<undernaked>><<set $phase to 4>><<set $sirrisdom += 1>><<scienceskill>><<gstress10>><</click>><<gstress>><<gscience>><br> <<elseif $scienceprogression gte 3 and $delinquency gte 600>> Sirris turns to the class. "Okay, can you quiet down please." The class shows <<him>> no acknowledgement. Sirris smiles at you. "This part of the lesson is on human anatomy. I need you to remove your clothing, all of it. Don't be embarrassed, this is important for the lesson."<br><br> <<click [[Refuse|Science Refusal]]>><<detention10>><</click>><<gdelinquency>><br> <<click [[Undress|Science Undress]]>><<uppernaked>><<lowernaked>><<undernaked>><<set $phase to 3>><<set $sirrisdom += 1>><<scienceskill>><<gstress10>><</click>><<gstress>><<gscience>><br> <<elseif $scienceprogression gte 2 and $delinquency gte 400>> Sirris smiles at you. "This part of the lesson is on human anatomy. I need you to remove your clothing, all of it. Don't be embarrassed, this is important for the lesson."<br><br> <<click [[Refuse|Science Refusal]]>><<detention10>><</click>><<gdelinquency>><br> <<click [[Undress|Science Undress]]>><<uppernaked>><<lowernaked>><<undernaked>><<set $phase to 2>><<set $sirrisdom += 1>><<scienceskill>><<gstress10>><<set $scienceprogression to 3>><</click>><<gstress>><<gscience>><br> <<elseif $scienceprogression gte 1 and $delinquency gte 10>> Sirris smiles at you. "I need you to undress for this part. Don't worry, you can keep your underwear on."<br> <<if $undertype isnot "naked" and $undertype isnot "chastity">> <<click [[Refuse|Science Refusal]]>><<detention10>><</click>><<gdelinquency>><br> <<click [[Undress|Science Undress]]>><<uppernaked>><<lowernaked>><<set $phase to 1>><<set $sirrisdom += 1>><<scienceskill>><<gstress10>><<set $scienceprogression to 2>><</click>><<gstress>><<gscience>><br> <<else>> You speak as quietly as possible, making sure only Sirris can hear. "I'm... I'm not wearing any."<br> <<if $delinquency gte 400>> <<He>> blushes slightly. "That's against school rules you know. I'm still going have to ask you to strip, it's important for the lesson."<br><br> <<click [[Refuse|Science Refusal]]>><<detention10>><</click>><<gdelinquency>><br> <<click [[Undress|Science Undress]]>><<uppernaked>><<lowernaked>><<undernaked>><<set $phase to 2>><<set $sirrisdom += 1>><<scienceskill>><<gstress10>><<gtrauma10>><<set $scienceprogression to 2>><</click>><<gtrauma>><<gstress>><<gscience>><br> <<else>> <<He>> blushes slightly and averts <<his>> eyes from you. "Oh. T-take your seat please."<<gstress>><<gtrauma>><br><br> <<click [[Sit back down|Science Lesson]]>><<gstress10>><<gtrauma10>><<endevent>><</click>><br> <<if $exhibitionism gte 75>> <<click [[Strip anyway|Science Undress]]>><<uppernaked>><<lowernaked>><<undernaked>><<set $phase to 5>><<set $scienceprogression to 2>><<scienceskill>><</click>><<gscience>><<exhibitionist5>><br> <</if>> <</if>> <</if>> <<else>> Sirris smiles at you. "Don't worry, we're not going to do anything invasive." <<He>> turns to the class. "Okay, can you quiet down a bit please..."<br><br> <<He>> talks about various bones and organs, pointing to parts of your body to demonstrate their location. After a short while, <<he>> thanks you and sends you back to your seat.<<gscience>><<scienceskill>><br><br> <<click [[Next|Science Lesson]]>><<endevent>><<set $scienceprogression to 1>><</click>><br> <</if>> :: Science Refusal [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 3>> This is going too far. You dress yourself with shaking fingers, doing your best to ignore the disappointed heckling from the class. You walk back to your seat. Sirris doesn't say anything, but refusing a teacher won't reflect well on you.<br><br> <<click [[Next|Science Lesson]]>><<clotheson>><<endevent>><</click>><br> <<elseif $phase is 4>> This is going too far. You dress yourself with shaking fingers, doing your best to ignore the disappointed heckling from the class. You walk back to your seat. Sirris doesn't say anything, but refusing a teacher won't reflect well on you.<br><br> <<click [[Next|Science Lesson]]>><<clotheson>><<endevent>><</click>><br> <<else>> You walk back to your seat. Sirris doesn't say anything, but refusing a teacher won't reflect well on you.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <</if>> :: Science Undress [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 1>> You <<nervously>> remove your clothing, which immediately grabs the classroom's attention. Sirris continues with the lesson, pointing to parts of your body and explaining various functions. It's hard to pay attention to what <<he>> is saying with all these eyes on you, your <<lewdness>> on display.<br><br> <<person1>>Sirris finishes <<his>> demonstration. "Thank you for your help. You can take your seat. Don't forget your clothes." You dress yourself with shaking fingers and take your seat amongst your classmates, pulse still racing.<br><br> <<click [[Next|Science Lesson]]>><<clotheson>><<endevent>><</click>><br> <<elseif $phase is 2>><<set $genderknown.pushUnique($npc)>> You <<nervously>> remove your clothing, which immediately grabs the classroom's attention. Sirris continues with the lesson, pointing to parts of your body and explaining various functions. It's hard to pay attention to what <<he>> is saying with all these eyes on you, your <<lewdness>> on display.<<generates2>><<person2>>A <<person>> leans forward, eyes wide and almost falling out of <<his>> seat.<br><br> <<person1>>Sirris finishes <<his>> demonstration. "Thank you for your help. You can take your seat. Don't forget your clothes." You dress yourself with shaking fingers and take your seat amongst your classmates, pulse still racing.<br><br> <<click [[Next|Science Lesson]]>><<clotheson>><<endevent>><</click>><br> <<elseif $phase is 3>><<set $genderknown.pushUnique($npc)>> You <<nervously>> remove your clothing, which immediately grabs the classroom's attention. Sirris continues with the lesson, pointing to parts of your body and explaining various functions. It's hard to pay attention to what <<he>> is saying with all these eyes on you, your <<lewdness>> on display.<<generates2>><<person2>>A <<person>> leans forward, eyes wide and almost falling out of <<his>> seat.<br><br> <<person1>>Sirris finishes <<his>> demonstration. "Thank you for you help. There's one more thing I need you to do however. Could you climb onto my desk and spread your legs? I'd like to talk a bit about reproductive organs."<br><br> <<person2>>The <<person>> looks like <<hes>> about to start salivating. The rest of the class look no less excited at the prospect.<br><br> <<click [[Climb atop the desk|Science Undress Desk]]>><<set $sirrisdom += 1>><<scienceskill>><<gstress10>><<gtrauma10>><<set $scienceprogression to 4>><</click>><<gtrauma>><<gstress>><<garousal>><<gscience>><br> <<click [[Refuse|Science Refusal]]>><<clotheson>><<detention10>><</click>><<gdelinquency>><br> <<elseif $phase is 4>><<set $genderknown.pushUnique($npc)>> You <<nervously>> remove your clothing, which immediately grabs the classroom's attention. Sirris continues with the lesson, pointing to parts of your body and explaining various functions. It's hard to pay attention to what <<he>> is saying with all these eyes on you, your <<lewdness>> on display.<<generates2>><<person2>>A <<person>> leans forward, eyes wide and almost falling out of <<his>> seat.<br><br> <<person1>>Sirris finishes <<his>> demonstration. "Thank you for you help. There's one more thing I need you to do however. Could you climb onto my desk and spread your legs? I'd like to talk a bit about reproductive organs."<br><br> <<person2>>The <<person>> looks like <<hes>> about to start salivating. The rest of the class look no less excited at the prospect.<br><br> <<click [[Climb atop the desk|Science Undress Desk]]>><<set $sirrisdom += 1>><<scienceskill>><<gstress10>><<gtrauma10>><<set $scienceprogression to 4>><</click>><<gtrauma>><<gstress>><<garousal>><<gscience>><br> <<click [[Refuse|Science Refusal]]>><<clotheson>><<detention10>><</click>><<gdelinquency>><br> <<elseif $phase is 5>><<set $genderknown.pushUnique($npc)>> You <<nervously>> remove your clothing, which immediately grabs the classroom's attention. Sirris is blushing furiously now, but <<he>> does <<his>> best to continue with the lesson, pointing to parts of your body and explaining various functions. It's hard to pay attention to what <<he>> is saying with all these eyes on you, your <<lewdness>> proudly displayed.<<generates2>><<person2>>A <<person>> leans forward, eyes wide and almost falling out of <<his>> seat.<<exhibitionism5>><br><br> <<person1>>Sirris finishes <<his>> demonstration. "Thank you for your help. You can take your seat. Don't forget your clothes." You dress and take your seat, still woozy with power at having commanded everyone's attention so easily.<br><br> <<click [[Next|Science Lesson]]>><<clotheson>><<endevent>><</click>><br> <</if>> :: Science Undress Desk [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 3>> You do as instructed, and spread your legs, exposing yourself to the room. Sirris looks increasingly flustered, but continues regardless.<<set $arousal += 2000>> <<if $undertype is "chastity">> "As you can see, <<pshe>> is wearing a chastity belt, but we should be able to move it slightly for a better look..."<<person1>><<He>> starts tugging on your belt, this way and that, rubbing it against your <<genitalsstop>> A small moan escapes your lips, and the class erupts into laughter. Sirris recoils from the belt, and stammers. "We... This will do. Ok class, listen closely."<br><br> <<elseif $vaginaexist is 1>> <<He>> produces a speculum and inserts it into your vagina, before opening it and giving the class a clear view of your cervix. Your classmates crowd round for a closer look, shoving each other for a better position.<br><br> <<person2>>"<<pShes>> getting wet!" Exclaims the <<personcomma>> redoubling your humiliation. Sirris ignores the interjection and commences <<person1>><<his>> explanation of female anatomy, using your displayed womanhood as a prop.<br><br> <<else>> <<He>> gently takes hold of the end of your penis with <<his>> thumb and forefinger. Your classmates crowd round for a closer look, shoving each other for a better position.<br><br> <<person2>>"<<pShes>> getting hard!" Exclaims the <<personcomma>> redoubling your humiliation. Sirris ignores the interjection and commences <<person1>><<his>> explanation of male anatomy, using your displayed manhood as a prop.<br><br> <</if>> <<person1>>Sirris soon finishes <<his>> demonstration. "Thank you for your help. You can take your seat. Don't forget your clothes." You dress yourself with shaking fingers and take your seat amongst your classmates, pulse still racing.<br><br> <<click [[Next|Science Lesson]]>><<clotheson>><<endevent>><</click>><br> <<elseif $phase is 4>> You do as instructed, and spread your legs, exposing yourself to the room. Sirris looks increasingly flustered, but continues regardless.<<set $arousal += 2000>> <<if $undertype is "chastity">> "As you can see, <<pshe>> is wearing a chastity belt, but we should be able to move it slightly for a better look..."<<person1>><<He>> starts tugging on your belt, this way and that, rubbing it against your <<genitalsstop>> A small moan escapes your lips, and the class erupts into laughter. Sirris recoils from the belt, and stammers. "We... This will do. Ok class, listen closely."<br><br> <<elseif $vaginaexist is 1>> <<He>> produces a speculum and inserts it into your vagina, before opening it and giving the class a clear view of your cervix. Your classmates crowd round for a closer look, shoving each other for a better position.<br><br> <<person2>>"<<pShes>> getting wet!" Exclaims the <<personcomma>> redoubling your humiliation. Sirris ignores the interjection and commences <<person1>><<his>> explanation of female anatomy, using your displayed womanhood as a prop.<br><br> <<else>> <<He>> gently takes hold of the end of your penis with <<his>> thumb and forefinger. Your classmates crowd round for a closer look, shoving each other for a better position.<br><br> <<person2>>"<<pShes>> getting hard!" Exclaims the <<personcomma>> redoubling your humiliation. Sirris ignores the interjection and commences <<person1>><<his>> explanation of male anatomy, using your displayed manhood as a prop.<br><br> <</if>> The jostling continues, becoming more violent with each passing moment. Sirris is forced away as the class surround you, <<person1>><<his>> protests ignored. Not content to simply watch any longer, hands reach out from all around.<br><br> <<click [[Next|Science Undress Molestation]]>><<endevent>><<set $molestationstart to 1>><</click>> <</if>> :: Science Undress Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<generates1>><<generates2>><<generates3>><<generates4>><<generates5>><<generates6>><<man1init>><<npcstrip>> <<set $timer to 10>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $timer gte 1>> <span id="next"><<click [[Next|Science Undress Molestation]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Science Undress Molestation Finish]]>><</click>></span><<nexttext>> <</if>> :: Science Undress Molestation Finish [nobr] <<effects>> <<endcombat>> <<leighton>><<person1>>Leighton's stern voice resonates through the room, and your assailants back off. Sirris must have summoned the <<if $pronoun is "m">>him<<else>>her<</if>> when <<endevent>><<sirris>><<person1>><<he>> lost control of the class. Leighton doesn't stick around once order is restored, leaving Sirris to cover and console you. <<tearful>> you do your best to put on a brave face and return to your seat. <br><br> <<clothesontowel>> <<click [[Next|Science Lesson]]>><</click>> :: Science Terrarium [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<generates1>><<generates2>> <<if $scienceterrariumprogression is 4 and $science gte 700>> Something shatters on the other side of the room, and is followed by a cheer from the students. Sirris, looking distraught, heads over to inspect the damage while the noise and chaos in the classroom turns up a notch.<br><br> A <<person1>><<person>> and <<person2>><<person>> move either side of you. They inconspicuously move closer, and you feel a hand grope your butt. The <<person1>><<person>> presses <<his>> mouth to your ear and whispers. "You think you're better than us because you get high marks? I bet we could teach you a thing or two."<br><br> <<click [[Put up with it|Science Terrarium Endure]]>><<set $phase to 4>><<gtrauma10>><<gstress10>><<garousal10>><<set $science += 1>><<set $school += 10>><</click>><<gtrauma>><<gstress>><<garousal>><<gscience>><br> <<click [[Move away|Science Terrarium Escape]]>><</click>> <<elseif $scienceterrariumprogression is 3 and $science gte 500>> Something shatters on the other side of the room, and is followed by a cheer from the students. Sirris, looking distraught, heads over to inspect the damage while the noise and chaos in the classroom turns up a notch.<br><br> A <<person1>><<person>> and <<person2>><<person>> move either side of you. They inconspicuously move closer, and you feel a hand grope your butt.<br><br> <<click [[Put up with it|Science Terrarium Endure]]>><<set $phase to 3>><<gtrauma10>><<gstress10>><<garousal10>><<set $science += 1>><<set $school += 10>><</click>><<gtrauma>><<gstress>><<garousal>><<gscience>><br> <<click [[Move away|Science Terrarium Escape]]>><</click>> <<elseif $scienceterrariumprogression is 2 and $science gte 400>> A <<person1>><<person>> and <<person2>><<person>> move either side of you. They inconspicuously move closer, and you feel a hand grope your butt.<br><br> <<click [[Put up with it|Science Terrarium Endure]]>><<set $phase to 2>><<gtrauma10>><<gstress10>><<garousal10>><<set $science += 1>><<set $school += 10>><</click>><<gtrauma>><<gstress>><<garousal>><<gscience>><br> <<click [[Move away|Science Terrarium Escape]]>><</click>> <<elseif $scienceterrariumprogression is 1 and $science gte 300>> A <<person1>><<person>> and <<person2>><<person>> move either side of you. They inconspicuously move closer, and you feel a hand grope your butt.<br><br> <<click [[Put up with it|Science Terrarium Endure]]>><<set $phase to 1>><<gtrauma10>><<gstress10>><<garousal10>><<set $science += 1>><<set $school += 10>><</click>><<gtrauma>><<gstress>><<garousal>><<gscience>><br> <<click [[Move away|Science Terrarium Escape]]>><</click>> <<else>> A <<person1>><<person>> and <<person2>><<person>> move either side of you. They inconspicuously move closer, and you feel a hand grope your butt.<br><br> <<click [[Put up with it|Science Terrarium Endure]]>><<set $scienceterrariumprogression to 1>><<gtrauma10>><<gstress10>><<garousal10>><<set $science += 1>><<set $school += 10>><</click>><<gtrauma>><<gstress>><<garousal>><<gscience>><br> <<click [[Move away|Science Terrarium Escape]]>><</click>> <</if>> :: Science Terrarium Endure [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 4>> <<if $rng gte 75>> You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.<br><br> Without giving any warning, they grab you by the shins and haul you up and into the terrarium, before slamming the lid, trapping you. You push against the lid, but it won't budge; they quickly flipped the latch to prevent your escape. Others start gathering around now, to gawk at you through the glass.<br><br> <<if $swarmdisable is "t">> <<click [[Shatter the glass|Science Terrarium Shatter]]>><<detention60>><<set $pain += 80>><<gstress60>><<gtrauma60>><</click>><<gtrauma>><<gstress>><<gdelinquency>><br> <<click [[Endure it|Science Terrarium Imprisoned]]>><<lcool10>><</click>><<lcool>> <<else>> With an evil grin, the <<person2>><<person>> kneels and opens the cupboard beneath the terrarium. <<He>> lifts out a number of jars filled with thick, long worms. <<person1>>The <<person>> grabs a couple of the jars. Together, they move them to the grating atop your prison, about to pour them in.<br><br> <<click [[Shatter the glass|Science Terrarium Shatter]]>><<detention60>><<set $pain += 80>><<gstress60>><<gtrauma60>><</click>><<gtrauma>><<gstress>><<gdelinquency>><br> <<click [[Endure it|Science Terrarium Swarm]]>><<set $molestationstart to 1>><</click>> <</if>> <<elseif $rng gte 51>> You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.<br><br> <<person1>>The <<person>> whispers into your ear. "I can tell you're getting hot and bothered. Don't try to hide it. You want to be fucked." Your assailants become more aggressive with their fondling, you can't continue to ignore them.<br><br> <<click [[Next|Science Terrarium Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.<br><br> Eventually, your assailants tire and move away, allowing you to continue unmolested.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <</if>> <<elseif $phase is 3>> <<if $rng gte 51>><<set $scienceterrariumprogression to 4>> You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.<br><br> <<person1>>The <<person>> whispers into your ear. "I can tell you're getting hot and bothered. Don't try to hide it." Your assailants become more aggressive with their fondling, you can't continue to ignore them.<br><br> <<click [[Next|Science Terrarium Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.<br><br> Eventually, your assailants tire and move away, allowing you to continue unmolested.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <</if>> <<elseif $phase is 2>> <<if $rng gte 51>><<set $scienceterrariumprogression to 3>> You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.<br><br> <<person1>>The <<person>> whispers into your ear. "I can tell you're getting hot and bothered. Don't try to hide it." Your assailants become more aggressive with their fondling, you can't continue to ignore them.<br><br> <<click [[Next|Science Terrarium Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.<br><br> Eventually, your assailants tire and move away, allowing you to continue unmolested.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <</if>> <<elseif $phase is 1>> <<if $rng gte 51>><<set $scienceterrariumprogression to 2>> You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.<br><br> <<person1>>The <<person>> whispers into your ear. "I can tell you're getting hot and bothered. Don't try to hide it." Your assailants become more aggressive with their fondling, you can't continue to ignore them.<br><br> <<click [[Next|Science Terrarium Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.<br><br> Eventually, your assailants tire and move away, allowing you to continue unmolested.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <</if>> <<else>> You do your best to ignore the molestation, and focus on the task in front of you. Another hand joins the first. You don't react to the fondling, not wanting to give them the satisfaction.<br><br> Eventually, your assailants tire and move away, allowing you to continue unmolested.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <</if>> :: Science Terrarium Escape [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You move away from the terrarium. You don't like being bullied away from an activity, but there's nothing to be done for now.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> :: Science Terrarium Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $phase is 1>> <<set $timer to 6>><<npcstrip>><<set $rescue to 1>> <<elseif $phase is 2>> <<set $timer to 12>><<npcstrip>><<set $rescue to 1>> <<elseif $phase is 3>> <<set $timer to 18>><<npcstrip>><<set $rescue to 0>> <<elseif $phase is 4>> <<set $timer to 24>><<set $rescue to 0>> <</if>> <<endif>> <<effects>> <<if $rescue is 0 and $alarm is 1>><<set $alarm to 0>> <span class="red">Sirris can't hear you over the cacophany made by the other students!</span><br><br> <</if>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Science Terrarium Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Science Terrarium Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Science Terrarium Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $timer gte 1>> <span id="next"><<click [[Next|Science Terrarium Molestation]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Science Terrarium Molestation Finish]]>><</click>></span><<nexttext>> <</if>> :: Science Terrarium Molestation Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Satisfied, the pair leave you to recoup what remains of your dignity.<br><br> <<tearful>> you gather yourself.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|Science Lesson]]>><</click>> <<elseif $enemyhealth lte 0>> Recoiling in pain, the <<person2>><<person>> bursts into tears and the <<person1>><<person>> shouts at you. "You'll get yours, bitch!" They decide to leave you alone, for now.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|Science Lesson]]>><</click>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued to $rescued + 1>> Sirris notices the commotion and rushes over. The pair cease their assault and leave you to recoup what remains of your dignity, giving you a mocking smirk as they do. Sirris is about to say something, but is interrupted by a bang on the other side of the room.<<lcool>><br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|Science Lesson]]>><</click>> <<else>> Sirris notices the commotion and rushes over. The pair cease their assault and leave you to recoup what remains of your dignity, giving you a mocking smirk as they do. Sirris is about to say something, but is interrupted by a bang on the other side of the room.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|Science Lesson]]>><</click>> <</if>> :: Science Terrarium Shatter [nobr] <<effects>> Summoning all your strength, you bash the side of the terrarium, shattering it and sending shards of glass in all directions. The <<person1>><<person>> and <<person2>><<person>> take cover along with the rest of the audience, as you climb out of the remains of the vessel. <<fullbruise>><<set $upperintegrity -= 10>><<set $lowerintegrity -= 10>><<set $underintegrity -= 10>> <<endevent>> <<sirris>><<person1>>Sirris rushes over to find you standing alone, bleeding and surrounded by the broken remains of the terrarium.<br><br> "Are you alright? Why did you do this?! How am I going to explain this to the head?" <<He>> wrings <<his>> hands, clearly distraught. "Everyone stay away from this area until I clean it up."<br><br> You spend the rest of the lesson having glass removed by the school nurse.<br><br> <<exposure>> <<towelup>> <<advancetohour>> <<click [[Next|Hallways]]>><<endevent>><</click>><br><br> :: Science Terrarium Imprisoned [nobr] <<effects>> <<endevent>><<sirris>><<person1>> You are jeered at for a few minutes before Sirris comes over to see what the fuss is about. <<He>> stands dumbfounded for a moment, mouth agape, before coming to <<his>> senses and freeing you. You climb out, more than a little shaken by the ordeal.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> :: Science Terrarium Swarm [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $swarmname to "jars">> <<set $swarmmove to "held above the terrarium">> <<set $swarmcreature to "worms">> <<set $swarmspill to "fall into the terrarium">> <<set $swarmsteady to "block">> <<set $swarmSteady to "Block">> <<set $swarmcount to 10>> <<set $swarm1 to "contained">> <<set $swarm2 to "contained">> <<set $swarm3 to "contained">> <<set $swarm4 to "contained">> <<set $swarm5 to "contained">> <<set $swarm6 to "contained">> <<set $swarm7 to "contained">> <<set $swarm8 to "contained">> <<set $swarm9 to "contained">> <<set $swarm10 to "contained">> <<set $swarmactive to 0>> <<set $timer to 24>> <<set $phase to 2>> <</if>> <<if $phase is 2>><<set $phase to 1>> The pair sit on the sand to spectate.<br><br> <<else>> <<if $orgasmdown gte 1 and $phase is 1>><<set $phase to 0>> "I can't believe it," the <<person1>><<person>> shouts with joy, "You're cumming from this?" Your audience look ecstatic. You feel utterly humiliated.<<combattrauma 10>> <<else>> The assembled crowd are enjoying the show. <</if>> <br><br> <</if>> <<audience>> <<swarmeffects>> <<swarm>> <<swarmactions>> <<if $stress gte 10000>> <span id="next"><<click [[Next|Science Terrarium Swarm Finish]]>><</click>></span><<nexttext>> <<elseif $timer lte 0>> <span id="next"><<click [[Next|Science Terrarium Swarm Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Science Terrarium Swarm Finish [nobr] <<effects>> <<if $timer lte 0>> <<endevent>> <<sirris>><<person1>> Sirris arrives to investigate the commotion. <<His>> eyes widen in horror at the spectacle, before <<he>> releases you from the terrarium. <<tearful>> you haul yourself out of your prison, worms cascading off of you. Sirris helps you cover up, <<he>> looks even more shaken than you.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|Science Lesson]]>><</click>> <<else>> It's all just too much for you. You pass out.<br><br> <<endcombat>> <<click [[Next|School Passout]]>><<pass60>><</click>> <</if>> :: School Passout [nobr] You remain unconscious for a time.<br><br> <<pass60>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>> <<if $schoolday is 1 and $schoolstate isnot "early" and $schoolstate isnot "late">> <<if $rng gte 81>> <<click [[Next|School Passout Exhibit]]>><<upperruined>><<lowerruined>><<underruined>><</click>> <<elseif $rng gte 1>> <<click [[Next|School Passout Rape]]>><<set $molestationstart to 1>><</click>> <</if>> <<else>> <<if $rng gte 51>> <<click [[Next|School Passout Gang Rape]]>><<set $molestationstart to 1>><</click>> <<elseif $rng gte 1>> <<click [[Next|School Passout Gang Rape]]>><<set $molestationstart to 1>><</click>> <</if>> <</if>> <<else>> <<ambulance>> <</if>> <<set $trauma to $trauma +10>><<set $stress to $stress - 2000>> :: School Passout Exhibit [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 0>> You feel metallic clamps on your wrists, knees and ankles. You open your eyes, and find yourself outside the science classroom, bound and attached to the wall with your legs splayed, your <<lewdness>> on display. There's a strange sensation of fullness in your anus. You try to struggle free, but you're locked up tight.<br><br> A group of young students round the corner and stop when they see you, eyes wide. You feel your face turn red as they behold you. They walk past, giggling and whispering to one another.<<lcool>><<gtrauma>><<gstress>><<gstress10>><<gtrauma10>><<lcool10>><br><br> A minute passes before a <<generatey1>><<generatey2>><<person1>><<person>> and <<person2>><<person>> round the corner. They initially react like the first group but, proving to be more inquisitive, they approach you.<br><br> "There's a button here," says the <<personstop>> "What do you think it does?" <<He>> raises <<his>> arm and hovers a finger over it.<br><br> <<click [["Please don't press it!"|School Passout Exhibit]]>><<set $phase to 1>><<lcool10>><</click>><<lcool>><br> <<click [[Remain silent|School Passout Exhibit]]>><<set $phase to 2>><</click>> <<elseif $phase is 1>> <<if $cool gte ($coolmax / 10 * 6)>> <<He>> looks taken aback, and exchanges a nervous look with <<his>> friend, before backing off.<br><br> "Could you help me down?" You plead. <<person1>>Standing on <<his>> toes, the <<person>> reaches up and flips a switch, releasing you. You fall onto your hands and knees, the object in your butt slipping out as you do. You begin to stand up but, aware of your lewd state, you crouch instead. The pair still look amused at the situation, but the <<person2>><<person>> pulls some towels out of their bag and hands them to you. They wordlessly leave, smiling back at you as they do.<br><br> That could have been much worse, but you know the whole school will hear about it.<br><br> <<towelup>> <<click [[Next|Hallways]]>><<endevent>><</click>> <<else>> <<He>> looks taken aback, but pauses only a moment before giving you an evil grin and pressing the button.<br><br> The fullness inside you starts vibrating against your <<prostatecomma>> softly at first, but growing in intensity, and creating an audible buzzing. The <<person>> steps back, smiling mischievously, as you try not to react to the sensation.<br><br> <<set $arousal += 2000>> <<if $arousal gte 10000>><<orgasmpassage>><<exhibitorgasm>> <</if>> The buzzing comes to an abrupt stop. A shameful part of you feels disappointed, but the <<person2>><<person>> reaches for the button yet again. This time, the contraption doesn't give you time to warm up, sending violent shockwaves through you. You involuntarily jerk, delighting the <<person1>><<person>> and <<person2>><<personstop>><br><br> <<set $arousal += 2000>> <<if $arousal gte 10000>><<orgasmpassage>><<exhibitorgasm>> <</if>> Its purpose apparently served, the restraints release you. You drop to your hands and knees, the object in your butt slipping out as you do. The pair exchange a worried glance before bolting down the corridor, leaving you exposed on the floor.<br><br> <<click [[Next|Hallways]]>><<set $stress -= 500>><<endevent>><</click>><br> <</if>> <<elseif $phase is 2>> <<He>> presses the button.<br><br> The fullness inside you starts vibrating against your <<prostatecomma>> softly at first, but growing in intensity, and creating an audible buzzing. The <<person>> steps back, smiling mischievously, as you try not to react to the sensation.<br><br> <<set $arousal += 2000>> <<if $arousal gte 10000>><<orgasmpassage>><<exhibitorgasm>> <</if>> The buzzing comes to an abrupt stop. A shameful part of you feels disappointed, but the <<person2>><<person>> reaches for the button yet again. This time, the contraption doesn't give you time to warm up, sending violent shockwaves through you. You involuntarily jerk, delighting the <<person1>><<person>> and <<person2>><<personstop>><br><br> <<set $arousal += 2000>> <<if $arousal gte 10000>><<orgasmpassage>><<exhibitorgasm>> <</if>> Its purpose apparently served, the restraints release you. You drop to your hands and knees, the object in your butt slipping out as you do. The pair exchange a worried glance before bolting down the corridor, leaving you exposed on the floor.<br><br> <<click [[Next|Hallways]]>><<set $stress -= 500>><<endevent>><</click>><br> <</if>> :: School Passout Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<generatey1>><<generatey2>><<man1init>><<set $lefthand to "mouth">><<set $mouthuse to "lefthand">> "Shhh, <<pshes>> waking up." A <<person1>><<person>> and <<person2>><<person>> stand over you. You're lying in a shed on the school grounds. Before you can speak, the <<person1>><<person>> smothers your mouth with <<his>> hand. "Now's our chance, no one will know!"<br><br> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|School Passout Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Passout Rape Finish]]>><</click>></span><<nexttext>> <<elseif $rescue is 1 and $alarm is 1>> <<span id="next"><<click [[Next|School Passout Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Passout Rape]]>><</click>></span><<nexttext>> <</if>> :: School Passout Gang Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<generate1>><<generate2>><<man1init>><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $feetuse to "bound">> You awaken in the science classroom, bent over a desk. Straps tie down your arms and legs, restricting your movement.<br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|School Passout Gang Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Passout Gang Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Passout Gang Rape]]>><</click>></span><<nexttext>> <</if>> :: School Passout Rape Finish [nobr] <<effects>><<set $stress -= 500>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Don't try to tell on us. No one will believe you." The pair leave you lying on the hard floor. <<tearful>> you struggle to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|School Rear Playground]]>><</click>> <<elseif $enemyhealth lte 0>> Your assailants recoil in pain. <<tearful>> you seize the opportunity and escape from the shed.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<click [[Next|School Rear Playground]]>><</click>> <<elseif $rescue is 1 and $alarm is 1>><<set $rescued to $rescued + 1>> <<endevent>> <<leighton>>Leighton barges into the shed. Eyes wide with panic, your assailants stumble over their words as they try to explain themselves. Leighton is having none of it, and drags them from the building by the scruff of their necks. <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|School Rear Playground]]>><</click>> <</if>> :: School Passout Gang Rape Finish [nobr] <<effects>><<set $feetuse to 0>><<set $leftarm to 0>><<set $rightarm to 0>><<set $stress -= 500>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Satisfied, the pair leave you tied to the desk. <<tearful>> you manage to work yourself free.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Science Classroom]]>><</click>> <<elseif $enemyhealth lte 0>> Deciding you're more trouble than you're worth, the pair leave you tied to the desk. <<tearful>> you manage to work yourself free.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Science Classroom]]>><</click>> <</if>> :: Science Pick [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 0>> <<if $delinquency gte 400>> Sirris doesn't believe you, thinking it a trick due to your reputation as a delinquent.<br><br> The students spend the lesson insulting and poking you whenever Sirris isn't looking, and are altogether a nuisance.<<gtrauma>><<gstress>><<gtrauma20>><<gstress20>><br><br> <<else>> Sirris has the delinquents move to the other side of the classroom. They don't seem too bothered, and soon find someone else to pick on.<br><br> <</if>> <<elseif $phase is 1>> The students spend the lesson insulting and poking you whenever Sirris isn't looking, and are altogether a nuisance.<br><br> <</if>> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> :: Science Dissection [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 0>> You focus on the task at hand, and feel more confident in your abilities as a result.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <<elseif $phase is 1>> You joke around with your partner. You endear yourself to them and have a good time.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <<elseif $phase is 2>> You drop the box, its contents audibly shattering as it hits the ground. The delinquents roar with laughter as you struggle to fix your $lowerclothes. Suitably covered, you lift the box and resume your journey. Fortunately the delinquents torment you no further, content to laugh at your back.<br><br> <<endevent>> <<sirris>><<person1>>Sirris hears the distinct tinkling of broken glass as you arrive back at the classroom, where your fellow students are dissecting dead critters. <<He>> looks disappointed. "Don't worry about it, but I'll have to mark you down for detention whether it was your fault or not. Leighton takes the destruction of school property very seriously."<br><br> You don't get to join the other students. Sirris has you take the box to the bins. By the time you get back, this part of the lesson is over.<br><br> <<click [[Next|Science Lesson]]>><<endevent>><</click>><br> <<elseif $phase is 3>> You do your best to ignore them, but they take it as a challenge and step up their game.<br><br> <<click [[Next|Science Dissection Molestation]]>><<set $molestationstart to 1>><</click>> <<elseif $phase is 4>> <<person1>>The <<person>> mocks you. "Look, <<pshes>> inviting us!". Just as you get the box on the ground, <<he>> tackles you from behind, clasping <<his>> hand around your mouth.<br><br> <<click [[Next|Science Dissection Molestation]]>><<set $molestationstart to 1>><</click>> <</if>> <br><br> :: Science Dissection Molestation [nobr] <<if $molestationstart is 1>> <<if $phase is 3>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcstrip>><<set $timer to 20>> <<if $delinquency lt 400>> <<set $rescue to 1>> <</if>> <<elseif $phase is 4>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $lefthand to "mouth">><<set $mouthuse to "lefthand">> <<if $delinquency lt 400>> <<set $rescue to 1>> <</if>> <</if>> <<endif>> <<effects>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> No one comes to your aid, likely due to your reputation as a delinquent.<br><br> <</if>> <<if $timer gte 5>> You keep walking back to the classroom, doing your best to ignore the harassment.<br><br> <<elseif $timer gte 2>> You keep walking back to the classroom, doing your best to ignore the harassment. You're almost there.<br><br> <<elseif $timer is 1>> You see the classroom up ahead.<br><br> <</if>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Science Dissection Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Science Dissection Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Science Dissection Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $timer is 1>> <span id="next"><<click [[Next|Science Dissection Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Science Dissection Molestation]]>><</click>></span><<nexttext>> <</if>> :: Science Dissection Molestation Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Their lust spent, they realise the weight of what they've done, and flee the scene lest they be caught. <<tearful>> you head towards the classroom.<br><br> <<clotheson>> <<endcombat>> <<if $uppertype isnot "naked" and $lowertype isnot "naked">> <<else>> You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>> <</if>> You arrive back at the classroom and deliver your cargo, safe and sound. The rest of the class is busy dissecting frogs. Lacking a partner, you get one all to yourself.<<gscience>><<scienceskill>><br><br> <<click [[Next|Science Lesson]]>><</click>> <<elseif $enemyhealth lte 0>> Your assailants back off. "You'll get yours, <<bitchstop>>" They leave you alone, trying to conceal their injuries. <<tearful>> you head towards the classroom.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<endcombat>> <<if $uppertype isnot "naked" and $lowertype isnot "naked">> <<else>> You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>> <</if>> You arrive back at the classroom and deliver your cargo, safe and sound. The rest of the class is busy dissecting frogs. Lacking a partner, you get one all to yourself.<<gscience>><<scienceskill>><br><br> <<click [[Next|Science Lesson]]>><</click>> <<elseif $rescue is 1 and $alarm is 1>><<set $rescued to $rescued + 1>> <<endevent>><<leighton>><<person1>>Leighton rounds a corner, having heard your scream. The assailants' demeanor changes immediately, and they are harried back to <<his>> office. <<tearful>> you head back to the classroom.<br><br> <<clotheson>> <<endcombat>> <<if $uppertype isnot "naked" and $lowertype isnot "naked">> <<else>> You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>> <</if>> You arrive back at the classroom and deliver your cargo, safe and sound. The rest of the class is busy dissecting frogs. Lacking a partner, you get one all to yourself.<<gscience>><<scienceskill>><br><br> <<click [[Next|Science Lesson]]>><</click>> <<else>> With the classroom in sight, your assailants take their leave. You hear their laughter long after they pass from view. <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<if $uppertype isnot "naked" and $lowertype isnot "naked">> <<else>> You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>> <</if>> You arrive back at the classroom and deliver your cargo, safe and sound. The rest of the class is busy dissecting frogs. Lacking a partner, you get one all to yourself.<<gscience>><<scienceskill>><br><br> <<click [[Next|Science Lesson]]>><</click>> <</if>> :: Widgets Events Maths [widget] <<widget "eventsmaths">><<nobr>> <<if $rng gte 91 and $wolfgirl gte 4>> <<river>><<person1>>River marches up and down the class. <<He>> stops beside you. <<if $riverbite isnot 1>><<set $riverbite to 1>> "That headband is against school regulations," <<he>> says, grabbing one of your wolf ears. <<else>> "You're still wearing that silly headband?" <<he>> says. "I thought I made myself clear." <<He>> grabs one of your wolf ears. <</if>> <<He>> tugs painfully.<<gpain>><<gstress>><<set $pain += 10>><<gstress10>><br><br> <<click [[Bite|Maths Event Bite]]>><<set $riverdom -= 1>><<set $riverlove -= 1>><<detention60>><<lstress60>><<ltrauma60>><<set $submissive -= 10>><</click>><<gdelinquency>><<ltrauma>><<lstress>><br> <<click [[Endure|Maths Event Endure]]>><<set $riverdom += 1>><<gstress60>><<gtrauma60>><<set $pain += 20>><<set $submissive += 5>><</click>><<gpain>><<gtrauma>><<gstress>><br> <<elseif $rng gte 81>> <<river>><<person1>> River gives the class some equations to solve while <<he>> manages paperwork. A few delinquents use the opportunity to harass you.<br><br> <<click [[Tell them to stop|Maths Event1]]>><<detention20>><</click>><<gdelinquency>><br> <<click [[Endure it|Maths Event1]]>><<gstress20>><<set $phase to 1>><</click>><<gstress>><br> <<elseif $rng gte 61>> <<river>><<generates2>><<person2>> River has you come to the front of the class to solve an equation on the whiteboard. <<if $skirt is 1>> As you write on the board, a <<person>> reaches over with a ruler and lifts up your skirt! <<if $undertype is "naked">> A cheer erupts from the class as they see you're not wearing underwear. You brush the ruler away and fix your $lowerclothes as your face heats up. River turns to the class to see what's causing the commotion. Seeing the <<person2>><<person>> holding the ruler, <<person1>><<he>> opens <<his>> mouth to chide but is interrupted. "But <<sircomma>> <<pshes>> not wearing any underwear!"<br><br> The class erupts into another cheer as River looks at you. "Is this true? That's against school rules. Sit down."<<gtrauma>><<gstress>><<gdelinquency>><<gcool>><<gtrauma20>><<gstress20>><<detention20>><<gcool1>><br><br> <<else>> You brush the ruler away and fix your $lowerclothes, but not before the class get a good look at your $underclothes.<<gtrauma>><<gstress>><<gtrauma10>><<gstress10>><br><br> <</if>> <<else>> As you write on the board, a <<person>> reaches over with a ruler and tugs down your shorts! <<if $undertype is "naked">> A cheer erupts from the class as they see you're not wearing underwear. You brush the ruler away and fix your $lowerclothes as your face heats up. River turns to the class to see what's causing the commotion. Seeing the <<person2>><<person>> holding the ruler, <<person1>><<he>> opens <<his>> mouth to chide but is interrupted. "But <<sircomma>> <<pshes>> not wearing any underwear!"<br><br> The class erupts into another cheer as River looks at you. "Is this true? That's against school rules. Sit down."<<gtrauma>><<gstress>><<gdelinquency>><<gcool>><<gtrauma20>><<gstress20>><<detention20>><<gcool1>><br><br> <<else>> You brush the ruler away and fix your $lowerclothes, but not before the class get a good look at your $underclothes.<<gtrauma>><<gstress>><<gtrauma10>><<gstress10>><br><br> <</if>> <</if>> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <<elseif $rng gte 41>><<set $rng to random(1, 100)>> <<river>><<person1>> River stands beside your table. "I need you to deliver a message for me. To the head." <<He>> hands you a sealed envelope.<br><br> You leave the classroom.<br><br> <<endevent>> <<click [[Open the envelope|Maths Note]]>><<detention60>><<set $phase to 1>><</click>><<gdelinquency>><br> <<click [[Just deliver it|Maths Note]]>><</click>><br> <<elseif $rng gte 21>><<set $rng to random(1, 100)>> <<if $maths lte 499>> <<generates1>><<person1>> River has a studious <<person>> help you with the material. <<if $cool gte (($coolmax / 5) * 2)>> <<He>> is happy to help, and your understanding of the material improves.<<lstress>><<lstress20>><<gmaths>><<mathsskill>><br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <<elseif $cool gte ($coolmax / 5)>> <<He>> doesn't seem particularly happy with the arrangement, but you do learn something.<<gmaths>><<mathsskill>><br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <<else>> <<He>> is clearly embarrassed to be seen with you; <<he>> never looks at you, and rarely speaks. You don't learn anything.<br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <</if>> <<else>><<generates1>> <<if $eventsmaths4 is 1 and $rng gte 71>> As you are doing well in this class, River has you sit with a <<person1>><<person>> who isn't doing so well, and instructs you to help them. The <<person>> is not at all happy with the arrangement. After a few minutes of trying to explain the material to them, you feel a hand grope your butt.<br><br> <<click [[Ignore it|Maths Event3]]>><<gtrauma20>><<gstress20>><<garousal20>><<set $phase to 3>><<set $eventsmaths4 to 1>><</click>><<gtrauma>><<gstress>><<garousal>><br> <<click [[Move away|Maths Event3]]>><<detention20>><<set $phase to 1>><</click>><<gdelinquency>><br> <<elseif $rng gte 41>><<set $eventsmaths4 to 1>> As you are doing well in this class, River has you sit with a <<person1>><<person>> who isn't doing so well, and instructs you to help them. The <<person>> is not at all happy with the arrangement. After a few minutes of trying to explain the material to them, you feel a hand grope your butt.<br><br> <<click [[Ignore it|Maths Event3]]>><<gtrauma20>><<gstress20>><<garousal20>><<set $phase to 2>><</click>><<gtrauma>><<gstress>><<garousal>><br> <<click [[Move away|Maths Event3]]>><<detention20>><<set $phase to 1>><</click>><<gdelinquency>><br> <<elseif $rng gte 1>> As you are doing well in this class, River has you sit with a <<person1>><<person>> who isn't doing so well, and instructs you to help them. The <<person>> is not at all happy with the arrangement, but they listen to you without incident.<br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <</if>> <</if>> <<else>> <<river>><<person1>><<generates2>> While River's back is turned, someone throws a pen at <<his>> back. <<He>> stops speaking, and slowly turns to face the class. <<person2>>The <<person>> sat behind you points at you. "<<pShe>> did it!"<br><br> <<if $delinquency gte 400>> River looks at you. <<person1>>"I should have known it would be you. Wait outside." You know arguing won't help, so you stand and leave.<<gstress>><<gstress20>><br><br> <<click [[Next|Maths Event4]]>><<endevent>><</click>> <<else>> <<person1>>River is not fooled by the <<person2>><<personcomma>> and sends them out.<br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <</if>> <</if>> <</nobr>><</widget>> <<widget "eventsmathssafe">><<nobr>> <<if $rng gte 81>> <<river>><<person1>> River gives the class some equations to solve while <<he>> manages paperwork. Even the delinquents keep quiet, careful to avoid River's attention.<br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <<elseif $rng gte 61>> <<river>><<person1>> River demonstrates equations on a whiteboard and occasionally asks questions, picking on students <<he>> thinks aren't paying attention.<br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <<elseif $rng gte 41>> <<river>><<person1>> River demonstrates equations on a whiteboard and occasionally asks questions, picking on students <<he>> thinks aren't paying attention. This time, <<he>> picks on you.<br><br> <<if $maths gte 500>> You know the answer, but answering such a tough question correctly will make the other students think you strange.<br><br> <<click [[Answer|Maths Event2]]>><<lcool10>><</click>><<lcool>><br> <<click [[Pretend you don't know|Maths Event2]]>><<detention20>><<gstress20>><<set $phase to 1>><</click>><<gstress>><<gdelinquency>> <<else>> The question is quite difficult and beyond you, so you tell <<him>> you don't know.<br><br> "Of course you don't." Fortunately <<he>> doesn't belabour the point, and continues lecturing.<<set $stress += 20>><<gstress>><br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <</if>> <<elseif $rng gte 21>> <<river>><<person1>> The class studies geometry, filling worksheets while River paces around the room, looking over shoulders and pointing out every little mistake.<br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <<else>> <<river>><<person1>> River demonstrates equations on a whiteboard before handing out worksheets for the class to complete.<br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <</if>> <</nobr>><</widget>> :: Maths Lesson [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<set $mathsattended to 1>> <<if $time lte ($hour * 60 + 5)>> The maths lesson begins, how do you want to conduct yourself?<br><br> <<else>> The maths lesson continues, how do you want to conduct yourself?<br><br> <</if>> <<click [[Focus on the lesson|Maths Lesson Focus]]>><</click>><<gstress>><<gmaths>><br> <<click [[Socialize with classmates|Maths Lesson Socialize]]>><</click>><<gcool>><<ltrauma>><<lstress>><<gharass>><br> <<click [[Daydream|Maths Lesson Daydream]]>><</click>><<lstress>> <<lharass>><br> <<if $exhibitionism gte 55>> <<click [[Masturbate|Maths Lesson Masturbate]]>><<set $masturbationstart to 1>><</click>><<exhibitionist4>><br> <</if>> :: Maths Classroom Apology [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> Embarrassed, you apologise and leave.<br><br> <<click [[Next|Hallways]]>><<endevent>><</click>> :: Maths Classroom Mock [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You mock the teacher. "Sorry for interrupting <<sircomma>> I'll let you get back to putting your class to sleep." Laughter erupts among the seated students.<br><br> River is not so amused. "You've made a mistake. Get out."<<gdelinquency>><br><br> <<detention10>><<set $riverlove -= 1>> <<click [[Next|Hallways]]>><<endevent>><</click>> :: Maths Lesson Focus [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<towelup>> You focus on listening to the teacher and studying the material. It's hard going, but you think you're making progress.<br><br> <<pass5>><<gstress5>><<mathsskill>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<gstress5>><<mathsskill>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<gstress5>><<mathsskill>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<gstress5>><<mathsskill>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - $allure)>> <<eventsmaths>> <<else>> <<eventsmathssafe>> <</if>> <</if>> :: Maths Lesson Socialize [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<towelup>> <<if $cool gte ($coolmax / 5 * 2)>> You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. You soon become the center of attention. <<elseif $cool lt ($coolmax / 5)>> You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. <<else>> You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. Most avoid interacting with you. <</if>> <br><br> <<pass5>><<gcool1>><<ltrauma10>><<lstress5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<ltrauma10>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure * 2))>> <<eventsmaths>> <<else>> <<eventsmathssafe>> <</if>> <</if>> :: Maths Lesson Daydream [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<towelup>> <<if $trauma gte (($traumamax / 10) * 7)>> You keep to yourself, afraid that one wrong move will result in the whole class molesting you. <<elseif $trauma gte (($traumamax / 10) * 2)>> You focus on your own thoughts, trying to keep the creeping anxiety at bay. <<else>> You don't really pay attention to the lesson, instead idly staring out the window and thinking about what you'll do after school. <</if>> <br><br> <<pass5>><<lstress5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure / 2))>> <<eventsmaths>> <<else>> <<eventsmathssafe>> <</if>> <</if>> :: Maths Event1 [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 0>> You turn and give the delinquents a stern talking to. <<if $cool gte (($coolmax / 5) * 2)>> They recoil as if stung, and stop the harassment.<br><br> <<else>> They don't seem impressed; one sticks out their tongue at you, but they stop harassing you.<br><br> <</if>> River gives you an angry look for disrupting <<his>> class.<br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <<else>> Not wanting to cause a fuss, you decide to put up with it. Fortunately, they don't take things too far, content to poke you with rulers when River isn't looking.<br><br> <<click [[Next |Maths Lesson]]>><<endevent>><</click>> <</if>> :: Maths Event2 [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 0>> "Very good. I knew you'd get it," <<he>> says, looking at the rest of the class pointedly. When <<he>> turns <<his>> back, other students look at you like you just insulted them.<br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <<else>> <<He>> looks at you blankly for a moment. "Liar. Maybe detention will teach you to quit playing dumb." <<He>> returns to <<his>> lecturing.<br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <</if>> :: English Lesson [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<set $englishattended to 1>> <<if $time lte ($hour * 60 + 5)>> The english lesson begins, how do you want to conduct yourself?<br><br> <<else>> The english lesson continues, how do you want to conduct yourself?<br><br> <</if>> <<click [[Focus on the lesson|English Lesson Focus]]>><</click>><<gstress>><<genglish>><br> <<click [[Socialize with classmates|English Lesson Socialize]]>><</click>><<gcool>><<ltrauma>><<lstress>><<gharass>><br> <<click [[Daydream|English Lesson Daydream]]>><</click>><<lstress>> <<lharass>><br> <<if $exhibitionism gte 55>> <<click [[Masturbate|English Lesson Masturbate]]>><<set $masturbationstart to 1>><</click>><<exhibitionist4>><br> <</if>> :: English Classroom Apology [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> Embarrassed, you apologise and leave.<br><br> <<click [[Next|Hallways]]>><<endevent>><</click>> :: English Classroom Mock [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You mock the teacher. "Sorry for interrupting <<sircomma>> please don't eat me!" Laughter erupts among the seated students.<br><br> Doren also laughs. "Go to your class, or I just might!" <<He>> holds the door open for you.<<gdelinquency>><br><br> <<detention10>> <<click [[Next|Hallways]]>><<endevent>><</click>> :: English Lesson Focus [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You focus on listening to the teacher and studying the material. It's hard going, but you think you're making progress.<br><br> <<towelup>> <<pass5>><<gstress5>><<englishskill>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<gstress5>><<englishskill>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<gstress5>><<englishskill>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<gstress5>><<englishskill>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - $allure)>> <<eventsenglish>> <<else>> <<eventsenglishsafe>> <</if>> <</if>> :: English Lesson Socialize [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<towelup>> <<if $cool gte ($coolmax / 5 * 2)>> You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. You soon become the center of attention. <<elseif $cool lt ($coolmax / 5)>> You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. <<else>> You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. Most avoid interacting with you. <</if>> <br><br> <<pass5>><<gcool1>><<ltrauma10>><<lstress5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<ltrauma10>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure * 2))>> <<eventsenglish>> <<else>> <<eventsenglishsafe>> <</if>> <</if>> :: English Lesson Daydream [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<towelup>> <<if $trauma gte (($traumamax / 10) * 7)>> You keep to yourself, afraid that one wrong move will result in the whole class molesting you. <<elseif $trauma gte (($traumamax / 10) * 2)>> You focus on your own thoughts, trying to keep the creeping anxiety at bay. <<else>> You don't really pay attention to the lesson, instead idly staring out the window and thinking about what you'll do after school. <</if>> <br><br> <<pass5>><<lstress5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure / 2))>> <<eventsenglish>> <<else>> <<eventsenglishsafe>> <</if>> <</if>> :: History Lesson [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<set $historyattended to 1>> <<if $time lte ($hour * 60 + 5)>> The history lesson begins, how do you want to conduct yourself?<br><br> <<else>> The history lesson continues, how do you want to conduct yourself?<br><br> <</if>> <<click [[Focus on the lesson|History Lesson Focus]]>><</click>><<gstress>><<ghistory>><br> <<click [[Socialize with classmates|History Lesson Socialize]]>><</click>><<gcool>><<ltrauma>><<lstress>><<gharass>><br> <<click [[Daydream|History Lesson Daydream]]>><</click>><<lstress>> <<lharass>><br> <<if $exhibitionism gte 55>> <<click [[Masturbate|History Lesson Masturbate]]>><<set $masturbationstart to 1>><</click>><<exhibitionist4>><br> <</if>> :: History Classroom Apology [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> Embarrassed, you apologise and leave.<br><br> <<click [[Next|Hallways]]>><<endevent>><</click>> :: History Classroom Mock [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You mock the teacher. "Sorry for interrupting <<sircomma>> I got you muddled with the skeleton in the science room." Laughter erupts among the seated students.<br><br> Winter sighs. "Is this really what passes for humour today?" <<He>> guides you to the exit and shuts the door behind you.<<gdelinquency>><br><br> <<detention10>><<set $winterlove -= 1>> <<click [[Next|Hallways]]>><<endevent>><</click>> :: History Lesson Focus [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You focus on listening to the teacher and studying the material. It's hard going, but you think you're making progress.<br><br> <<towelup>> <<pass5>><<gstress5>><<historyskill>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<gstress5>><<historyskill>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<gstress5>><<historyskill>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<gstress5>><<historyskill>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - $allure)>> <<eventshistory>> <<else>> <<eventshistorysafe>> <</if>> <</if>> :: History Lesson Socialize [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<towelup>> <<if $cool gte ($coolmax / 5 * 2)>> You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. You soon become the center of attention. <<elseif $cool lt ($coolmax / 5)>> You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. <<else>> You do the bare minimum of work, focusing instead on trying to endear yourself to your classmates. Most avoid interacting with you. <</if>> <br><br> <<pass5>><<gcool1>><<ltrauma10>><<lstress5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<ltrauma10>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure * 2))>> <<eventshistory>> <<else>> <<eventshistorysafe>> <</if>> <</if>> :: History Lesson Daydream [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<towelup>> <<if $trauma gte (($traumamax / 10) * 7)>> You keep to yourself, afraid that one wrong move will result in the whole class molesting you. <<elseif $trauma gte (($traumamax / 10) * 2)>> You focus on your own thoughts, trying to keep the creeping anxiety at bay. <<else>> You don't really pay attention to the lesson, instead idly staring out the window and thinking about what you'll do after school. <</if>> <br><br> <<pass5>><<lstress5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure / 2))>> <<eventshistory>> <<else>> <<eventshistorysafe>> <</if>> <</if>> :: School Pool [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> <<if $schoolstate is "fifth" and $time lte ($hour * 60 + 51)>> <<if $lowertype is "swim">> <<if $swimmingattended is 1>> You rejoin the swimming lesson. <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> <<elseif $time lte ($hour * 60 + 5)>> You enter the swimming pool room. <<mason>><<person1>> Mason stands by the pool, encouraging students to stretch while waiting for the rest of the class. <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> <<else>> You enter the swimming pool room. <<mason>><<person1>> Mason and the class are already in the water. "Glad you could join us!" <<He>> says, beckoning.<<gdelinquency>> <br><br><<detention10>> You climb into the water as Mason continues the lesson.<br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> <</if>> <<else>> You enter the swimming pool room. <<mason>><<person1>> Mason looks at your clothing. "You can't swim dressed like that! Go get changed."<br><br> <<if $playergender is "f">> <<if $schoolswimsuitupperno gte 1 and $schoolswimsuitlowerno gte 1>> <<else>> <<if $schoolswimshortsno gte 1>> <<click [[Say you only have a boy's swimming costume|School Pool Wrong]]>><</click>><br> <</if>> <<click [[Say you don't have anything to change into|School Pool Spare]]>><</click>><br> <</if>> <<else>> <<if $schoolswimshortsno gte 1>> <<else>> <<if $schoolswimsuitupperno gte 1 and $schoolswimsuitlowerno gte 1>> <<click [[Say you only have a girl's swimming costume|School Pool Wrong]]>><</click>><br> <</if>> <<click [[Say you don't have anything to change into|School Pool Spare]]>><</click>><br> <</if>> <</if>> <br> <<click [[Boy's changing room|School Boy's Changing Room]]>><<endevent>><</click>><br> <<click [[Girl's changing room|School Girl's Changing Room]]>><<endevent>><</click>><br> <br> <</if>> <<elseif $schoollesson is 1>> <<if $swimminginterrupted is 1>> <<mason>><<person1>>You enter the pool room. Mason ceases his activity and looks your way. "I've got a class to teach. Stop bothering us." <<He>> points to the door.<<gdelinquency>><br><br> <<detention10>> <<click [[Boy's changing room|School Boy's Changing Room]]>><<endevent>><</click>><br> <<click [[Girl's changing room|School Girl's Changing Room]]>><<endevent>><</click>><br> <<else>> <<mason>><<person1>> You enter the pool room. Mason ceases his activity and smiles at you. "Are you lost? Or is there something you need to tell me?" It seems you've interrupted the lesson.<br><br><<set $swimminginterrupted to 1>> <<click [[Apologise|Swimming Classroom Apology]]>><<gtrauma10>><<gstress10>><</click>><<gstress>><<gtrauma>><br> <<if $trauma gte 1>> <<click [[Mock|Swimming Classroom Mock]]>><<gcool1>><<lstress60>><</click>><<lstress>><<gcool>><<gdelinquency>><br> <</if>> <</if>> <<else>> You are in the swimming pool room. It's saturated with the smell of chlorine.<br><br> <<if $storelocation is "pool">> Your clothes are stored in an adjoining room.<br><br> <</if>> <<exhibitionclassroom>> <<if $storelocation is "pool">> <<click [[Get changed|Swimming Pool Change]]>><</click>><br> <</if>> <<click [[Boy's changing room|School Boy's Changing Room]]>><<endevent>><</click>><br> <<click [[Girl's changing room|School Girl's Changing Room]]>><<endevent>><</click>><br> <</if>> :: School Boy's Changing Room [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>><<if $hour is 15 and $time lte ($hour * 60 + 4)>><<set $schoolstate to "fifth">><<set $schoollesson to 1>><</if>> You are in the boy's changing room. <<if $schoollesson is 1>> <<if $schoolstate is "fifth">> <<if $playergenderappearance is "m">> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> It's currently empty, though you can hear activity in the pool proper. Your lesson is in session.<br><br> <<if $storelocation is "schoolboyschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolgirlschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the girl's changing room.<br><br> <<else>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<if $playergender is "f">> <<click [[Change into your boy's swim shorts|School Boy's Change Girl]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <<else>> <<click [[Change into your boy's swim shorts and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<click [[Change into your girl's swimsuit|School Boy's Change]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <<else>> It's full of boys in various states of undress. <<if $playergender is "f">> No one gives you a second glance, not realising you're a girl. You feel naughty.<br><br> <</if>> <br><br> <<if $storelocation is "schoolboyschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolgirlschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the girl's changing room.<br><br> <<else>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<if $playergender is "f">> <<click [[Change into your boy's swim shorts|School Boy's Change Girl]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <<else>> <<click [[Change into your boy's swim shorts and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<click [[Change into your girl's swimsuit|School Boy's Change]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <</if>> <<else>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> It's currently empty, though you can hear activity in the pool proper. Your lesson is in session. <<if $playergender is "f">> Even alone, being here makes you feel naughty, as well as worried you'll be caught. <</if>> <br><br> <<if $storelocation is "schoolboyschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolgirlschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the girl's changing room.<br><br> <<else>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<if $playergender is "f">> <<click [[Change into your boy's swim shorts|School Boy's Change Girl]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <<else>> <<click [[Change into your boy's swim shorts and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<click [[Change into your girl's swimsuit|School Boy's Change]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <<elseif $boysroomentered is $hour and $malechance isnot 0>> <<generatesm1>><<person1>> <<if $playergender is "m">> It's full of boys in various states of undress who, thinking you're a girl, hastily cover up as you enter. Many look angry. A <<person>> drops <<his>> bag and steps forward. "You pervert," <<he>> says. "You can't keep barging in here." <<He>> grabs your arm.<<detention30>><<gdelinquency>><br><br> <<else>> It's full of boys in various states of undress, who hastily cover up as you enter. Many look angry. A <<person>> drops <<his>> bag and steps forward. "You pervert," <<he>> says. "You can't keep barging in here." <<He>> grabs your arm.<<detention30>><<gdelinquency>><br><br> <</if>> <<click [[Try to escape|School Boy's Escape]]>><</click>><br> <<click [[Flirt|School Boy's Flirt]]>><</click>><<promiscuous1>><br> <<click [[Apologise|School Boy's Apologise]]>><</click>><br> <<else>><<set $boysroomentered to $hour>> <<if $playergender is "m">> It's full of boys in various states of undress who, thinking you're a girl, hastily cover up as you enter. Many look about to die from embarrassment, but some are angry and shoo you out.<<detention30>><<gdelinquency>><br><br> <<else>> It's full of boys in various states of undress, who hastily cover up as you enter. Many look about to die from embarrassment, but some are angry and shoo you out.<<detention30>><<gdelinquency>><br><br> <</if>> <<click [[Next|School Pool Entrance]]>><</click>> <</if>> <</if>> <<else>> <<if $playergenderappearance is "m">> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> It's currently empty, though you can hear activity in the pool proper.<br><br> <<if $storelocation is "schoolboyschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolgirlschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the girl's changing room.<br><br> <<else>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<if $playergender is "f">> <<click [[Change into your boy's swim shorts|School Boy's Change Girl]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <<else>> <<click [[Change into your boy's swim shorts and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<click [[Change into your girl's swimsuit|School Boy's Change]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <<else>> It's full of boys in various states of undress. <<if $playergender is "f">> No one gives you a second glance, not realising you're a girl. You feel naughty.<br><br> <</if>> <br><br> <<if $storelocation is "schoolboyschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolgirlschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the girl's changing room.<br><br> <<else>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<if $playergender is "f">> <<click [[Change into your boy's swim shorts|School Boy's Change Girl]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <<else>> <<click [[Change into your boy's swim shorts and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<click [[Change into your girl's swimsuit|School Boy's Change]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <</if>> <<else>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> It's currently empty, though you can hear activity in the pool proper. <<if $playergender is "f">> Even alone, being here makes you feel naughty, as well as worried you'll be caught. <</if>> <br><br> <<if $storelocation is "schoolboyschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolgirlschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the girl's changing room.<br><br> <<else>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<if $playergender is "f">> <<click [[Change into your boy's swim shorts|School Boy's Change Girl]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <<else>> <<click [[Change into your boy's swim shorts and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<click [[Change into your girl's swimsuit|School Boy's Change]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <<elseif $boysroomentered is $hour and $malechance isnot 0>> <<generatesm1>><<person1>> <<if $playergender is "m">> It's full of boys in various states of undress who, thinking you're a girl, hastily cover up as you enter. Many look angry. A <<person>> drops <<his>> bag and steps forward. "You pervert," <<he>> says. "You can't keep barging in here." <<He>> grabs your arm.<<detention30>><<gdelinquency>><br><br> <<else>> It's full of boys in various states of undress, who hastily cover up as you enter. Many look angry. A <<person>> drops <<his>> bag and steps forward. "You pervert," <<he>> says. "You can't keep barging in here." <<He>> grabs your arm.<<detention30>><<gdelinquency>><br><br> <</if>> <<click [[Try to escape|School Boy's Escape]]>><</click>><br> <<click [[Flirt|School Boy's Flirt]]>><</click>><<promiscuous1>><br> <<click [[Apologise|School Boy's Apologise]]>><</click>><br> <<else>><<set $boysroomentered to $hour>> <<if $playergender is "m">> It's full of boys in various states of undress who, thinking you're a girl, hastily cover up as you enter. Many look about to die from embarrassment, but some are angry and shoo you out.<<detention30>><<gdelinquency>><br><br> <<else>> It's full of boys in various states of undress, who hastily cover up as you enter. Many look about to die from embarrassment, but some are angry and shoo you out.<<detention30>><<gdelinquency>><br><br> <</if>> <<click [[Next|School Pool Entrance]]>><</click>> <</if>> <</if>> <</if>> <<else>> <<if $playergender is "m">> It's empty as school is not in session.<br><br> <<if $storelocation is "schoolboyschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolgirlschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the girl's changing room.<br><br> <<else>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<if $playergender is "f">> <<click [[Change into your boy's swim shorts|School Boy's Change Girl]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <<else>> <<click [[Change into your boy's swim shorts and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<click [[Change into your girl's swimsuit|School Boy's Change]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <<else>> It's empty as school is not in session. Even so, being here makes you feel naughty.<br><br> <<if $storelocation is "schoolboyschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolgirlschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the girl's changing room.<br><br> <<else>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<if $playergender is "f">> <<click [[Change into your boy's swim shorts|School Boy's Change Girl]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <<else>> <<click [[Change into your boy's swim shorts and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<click [[Change into your girl's swimsuit|School Boy's Change]]>><<set $storelocationinit to "schoolboyschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <</if>> <</if>> :: School Girl's Changing Room [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>><<if $hour is 15 and $time lte ($hour * 60 + 4)>><<set $schoolstate to "fifth">><<set $schoollesson to 1>><</if>> You are in the girl's changing room. <<if $schoollesson is 1>> <<if $schoolstate is "fifth">> <<if $playergenderappearance is "f">> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> It's currently empty, though you can hear activity in the pool proper. Your lesson is in session.<br><br> <<if $storelocation is "schoolgirlschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolboyschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the boy's changing room.<br><br> <<else>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<if $playergender is "m">> <<click [[Change into your girl's swimsuit|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <<else>> <<click [[Change into your girl's swimsuit and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<click [[Change into your boy's swim shorts|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <<else>> It's full of girls in various states of undress. <<if $playergender is "m">> No one gives you a second glance, not realising you're a boy. You feel naughty.<br><br> <</if>> <br><br> <<if $storelocation is "schoolgirlschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolboyschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the boy's changing room.<br><br> <<else>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<if $playergender is "m">> <<click [[Change into your girl's swimsuit|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <<else>> <<click [[Change into your girl's swimsuit and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<click [[Change into your boy's swim shorts|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <</if>> <<else>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> It's currently empty, though you can hear activity in the pool proper. Your lesson is in session. <<if $playergender is "m">> Even alone, being here makes you feel naughty, as well as worried you'll be caught. <</if>> <br><br> <<if $storelocation is "schoolgirlschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolboyschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the boy's changing room.<br><br> <<else>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<if $playergender is "m">> <<click [[Change into your girl's swimsuit|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <<else>> <<click [[Change into your girl's swimsuit and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<click [[Change into your boy's swim shorts|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <<elseif $girlsroomentered is $hour and $malechance isnot 100>> <<generatesf1>><<person1>> <<if $playergender is "m">> It's full of girls in various states of undress who, thinking you're a boy, hastily cover up as you enter. Many look angry. A <<person>> drops <<his>> bag and steps forward. "You pervert," <<he>> says. "You can't keep barging in here." <<He>> grabs your arm.<<detention30>><<gdelinquency>><br><br> <<else>> It's full of girls in various states of undress, who hastily cover up as you enter. Many look angry. A <<person>> drops <<his>> bag and steps forward. "You pervert," <<he>> says. "You can't keep barging in here." <<He>> grabs your arm.<<detention30>><<gdelinquency>><br><br> <</if>> <<click [[Try to escape|School Girl's Escape]]>><</click>><br> <<click [[Flirt|School Girl's Flirt]]>><</click>><<promiscuous1>><br> <<click [[Apologise|School Girl's Apologise]]>><</click>><br> <<else>><<set $girlsroomentered to $hour>> <<if $playergender is "f">> It's full of girls in various states of undress who, thinking you're a boy, hastily cover up as you enter. Many look about to die from embarrassment, but some are angry and shoo you out.<<detention30>><<gdelinquency>><br><br> <<else>> It's full of girls in various states of undress, who hastily cover up as you enter. Many look about to die from embarrassment, but some are angry and shoo you out.<<detention30>><<gdelinquency>><br><br> <</if>> <<click [[Next|School Pool Entrance]]>><</click>> <</if>> <</if>> <<else>> <<if $playergenderappearance is "f">> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> It's currently empty, though you can hear activity in the pool proper.<br><br> <<if $storelocation is "schoolgirlschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolboyschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the boy's changing room.<br><br> <<else>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<if $playergender is "m">> <<click [[Change into your girl's swimsuit|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <<else>> <<click [[Change into your girl's swimsuit and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<click [[Change into your boy's swim shorts|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <<else>> It's full of girls in various states of undress. <<if $playergender is "m">> No one gives you a second glance, not realising you're a boy. You feel naughty.<br><br> <</if>> <br><br> <<if $storelocation is "schoolgirlschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolboyschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the boy's changing room.<br><br> <<else>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<if $playergender is "m">> <<click [[Change into your girl's swimsuit|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <<else>> <<click [[Change into your girl's swimsuit and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<click [[Change into your boy's swim shorts|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <</if>> <<else>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> It's currently empty, though you can hear activity in the pool proper. <<if $playergender is "m">> Even alone, being here makes you feel naughty, as well as worried you'll be caught. <</if>> <br><br> <<if $storelocation is "schoolgirlschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolboyschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the boy's changing room.<br><br> <<else>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<if $playergender is "m">> <<click [[Change into your girl's swimsuit|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <<else>> <<click [[Change into your girl's swimsuit and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<click [[Change into your boy's swim shorts|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <<elseif $girlsroomentered is $hour and $malechance isnot 100>> <<generatesf1>><<person1>> <<if $playergender is "m">> It's full of girls in various states of undress who, thinking you're a boy, hastily cover up as you enter. Many look angry. A <<person>> drops <<his>> bag and steps forward. "You pervert," <<he>> says. "You can't keep barging in here." <<He>> grabs your arm.<<detention30>><<gdelinquency>><br><br> <<else>> It's full of girls in various states of undress, who hastily cover up as you enter. Many look angry. A <<person>> drops <<his>> bag and steps forward. "You pervert," <<he>> says. "You can't keep barging in here." <<He>> grabs your arm.<<detention30>><<gdelinquency>><br><br> <</if>> <<click [[Try to escape|School Girl's Escape]]>><</click>><br> <<click [[Flirt|School Girl's Flirt]]>><</click>><<promiscuous1>><br> <<click [[Apologise|School Girl's Apologise]]>><</click>><br> <<else>><<set $girlsroomentered to $hour>> <<if $playergender is "f">> It's full of girls in various states of undress who, thinking you're a boy, hastily cover up as you enter. Many look about to die from embarrassment, but some are angry and shoo you out.<<detention30>><<gdelinquency>><br><br> <<else>> It's full of girls in various states of undress, who hastily cover up as you enter. Many look about to die from embarrassment, but some are angry and shoo you out.<<detention30>><<gdelinquency>><br><br> <</if>> <<click [[Next|School Pool Entrance]]>><</click>> <</if>> <</if>> <</if>> <<else>> <<if $playergender is "f">> It's empty as school is not in session.<br><br> <<if $storelocation is "schoolgirlschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolboyschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the boy's changing room.<br><br> <<else>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<if $playergender is "m">> <<click [[Change into your girl's swimsuit|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <<else>> <<click [[Change into your girl's swimsuit and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<click [[Change into your boy's swim shorts|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <<else>> It's empty as school is not in session. Even so, being here makes you feel naughty.<br><br> <<if $storelocation is "schoolgirlschangingroom">> <<click [[Get dressed|School Pool Entrance]]>><<undress>><<storeon>><</click>><br> <<elseif $storelocation is "schoolboyschangingroom">> The locker you thought you put your clothes in is empty, and you feel a brief twinge of panic before remembering that you left them in the boy's changing room.<br><br> <<else>> <<if $upperschoolswimsuitno gte 1 and $lowerschoolswimsuitno gte 1 and $upperclothes isnot "school swimsuit" and $lowerclothes isnot "school swimsuit bottom">> <<if $playergender is "m">> <<click [[Change into your girl's swimsuit|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <<else>> <<click [[Change into your girl's swimsuit and enter the pool room|School Pool]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <</if>> <</if>> <<if $schoolswimshortsno gte 1 and $lowerclothes isnot "school swim shorts">> <<click [[Change into your boy's swim shorts|School Girl's Change]]>><<set $storelocationinit to "schoolgirlschangingroom">><<storelocation>><<storeclothes>><<schoolswimshorts>><</click>><br> <</if>> <</if>> <<click [[Enter the pool room|School Pool]]>><</click>><br><br> <<click [[Leave|School Pool Entrance]]>><</click>><br> <</if>> <</if>> :: School Boy's Change [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> <<if $schoollesson is 1>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> You <<nervously>> change into the swimsuit.<br><br> <<click [[Enter the pool room|School Pool]]>><</click>><br> <<click [[Stay in the changing room|School Boy's Changing Room]]>><</click>><br> <<else>> <<if $playergender is "f">> You find a secluded spot where you hopefully won't be disturbed, behind some lockers in the far corner of the room. You <<nervously>> remove your clothing, while a group of boys talk just a few steps away. You slip into your swimsuit. <br><br> You won't be able to get past the boys dressed like this.<br><br> <<else>> You find a secluded spot where you hopefully won't be disturbed, behind some lockers in the far corner of the room. You <<nervously>> slip on the girl's swimsuit, while a group of boys talk just a few steps away.<br><br> You won't be able to get past the boys dressed like this.<br><br> <</if>><br><br> <<click [[Wait until the coast is clear (0:08)|School Pool]]>><<pass8>><</click>><br> <<click [[This was a bad idea, put your clothes back on|School Boy's Changing Room]]>><<undress>><<storeon>><</click>><br> <</if>> <<else>> You <<nervously>> change into the swimsuit.<br><br> <<click [[Enter the pool room|School Pool]]>><</click>><br> <<click [[Stay in the changing room|School Boy's Changing Room]]>><</click>><br> <</if>> :: School Boy's Change Girl [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> <<if $schoollesson is 1>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> You <<nervously>> change into your swim shorts.<br><br> <<else>> You find a secluded spot where you hopefully won't be disturbed, behind some lockers in the far corner of the room. You <<nervously>> remove your clothing, while a group of boys talk just a few steps away. You slip into your swim shorts. <br><br> <</if>> <<else>> You <<nervously>> change into the swim shorts.<br><br> <</if>> <<exposure>> <<if $playergenderappearance isnot "m">> You look down at your exposed <<breastsstop>> There's no way people will think you're a boy.<br><br> <<click [[This was a bad idea, put your clothes back on|School Boy's Changing Room]]>><<undress>><<storeon>><</click>><br> <<click [[Wait until the coast is clear (0:08)|School Pool]]>><<pass8>><</click>><br> <<else>> You look down at your exposed <<breastsstop>> You think people will be tricked.<br><br> <<click [[This was a bad idea, put your clothes back on|School Boy's Changing Room]]>><<undress>><<storeon>><</click>><br> <<click [[Enter the pool room|School Pool]]>><</click>><br> <</if>> :: Swimming Lesson [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> <<set $swimmingattended to 1>> <<if $time lte ($hour * 60 + 5)>> <<if $exposed gte 1>> You keep your <<lewdness>> hidden beneath the surface of the water, but you still feel vulnerable and exposed. The rest of the class sneak looks when they think you can't see them.<br><br> The swimming lesson begins, how do you want to conduct yourself?<br><br> <<else>> The swimming lesson begins, how do you want to conduct yourself?<br><br> <</if>> <<else>> <<if $exposed gte 1>> The water helps conceal you, but you still feel exposed. The rest of the class sneak looks when they think you can't see them.<br><br> The swimming lesson continues, how do you want to conduct yourself?<br><br> <<else>> The swimming lesson continues, how do you want to conduct yourself?<br><br> <</if>> <</if>> <<click [[Focus on the lesson|Swimming Lesson Focus]]>><</click>><<gstress>><<gswimming>><<gtiredness>><br> <<click [[Socialize with classmates|Swimming Lesson Socialize]]>><</click>><<gcool>><<ltrauma>><<lstress>><<gharass>><br> <<click [[Daydream|Swimming Lesson Daydream]]>><</click>><<lstress>> <<lharass>><br> <<if $exhibitionism gte 55>> <<click [[Masturbate|Swimming Lesson Masturbate]]>><<set $masturbationstart to 1>><</click>><<exhibitionist4>><br> <</if>> :: School Pool Wrong [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> You speak in a low voice, so only the teacher will hear you. <<if $playergender is "f">> <<if $playergenderappearance is "f">> "I only have a pair of boy's shorts, <<sirstop>>" <br><br> <<He>> blushes. "Oh. That's better than nothing, and it's not like you have a problem dressing as a boy. Go get changed." <<He>> turns back to <<his>> class.<br><br> <<elseif $playergenderappearance is "m">> "I only have a pair of boy's shorts, <<sirstop>>" <br><br> <<He>> looks at you blankly. "I don't see the..." <<He>> blushes as realisation dawns on <<his>> youthful face. "Oh. That's better than nothing, and it's not like you have a problem dressing as a boy. Go get changed." <<He>> turns back to <<his>> class.<br><br> <</if>> <<elseif $playergender is "m">> <<if $playergenderappearance is "m">> "I only have a girl's suit, <<sirstop>>" <br><br> <<He>> blushes. "Oh. That's better than nothing, and it's not like you have a problem dressing as a girl. Go get changed." <<He>> turns back to <<his>> class.<br><br> <<elseif $playergenderappearance is "f">> "I only have a girl's suit, <<sirstop>>" <br><br> <<He>> looks at you blankly. "I don't see the..." <<He>> blushes as realisation dawns on <<his>> youthful face. "Oh. That's better than nothing, and it's not like you have a problem dressing as a girl. Go get changed." <<He>> turns back to <<his>> class.<br><br> <</if>> <</if>> <<click [[Boy's changing room|School Boy's Changing Room]]>><<endevent>><</click>><br> <<click [[Girl's changing room|School Girl's Changing Room]]>><<endevent>><</click>><br> :: School Pool Spare [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> "I don't have a swimming costume, <<sirstop>>"<br><br> <<He>> sighs and climbs out the pool. "Come on, we might have some spares."<br><br> <<He>> takes you into a small room and rummages inside a cupboard. <<if $rng gte 81 and $delinquency gte 200>> "I'm sorry but we don't have anything to spare. You'll have to swim naked."<br><br> <<He>> doesn't wait for you to give voice to your anxiety. "The rest of the class will be distracted, just quietly slip into the water. No one will be able to see anything once you're in." <br><br> <<click [[Accept|School Pool Nude]]>><<storeclothes>><<set $storelocationinit to "pool">><<storelocation>><<undress>><<endevent>><<exposure>><</click>><br> <<click [[Refuse|School Pool Refuse]]>><<detention60>><<endevent>><</click>><<gdelinquency>> <<elseif $rng gte 41>> <<if $playergender is "f">> <<He>> produces a bundle of fabric and passes it to you. "Don't be long!" <<He>> says happily, before leaving you alone in the room.<br><br> You unfurl the fabric to reveal a rather tattered swimsuit. You slip it on and store your clothes in the cupboard, before heading out for the lesson.<br><br> <<click [[Get changed|Swimming Lesson]]>><<endevent>><</click>> <<storeclothes>><<set $storelocationinit to "pool">><<storelocation>><<undress>><<spareschoolswimsuit>><<exposure>> <<elseif $playergender is "m">> <<He>> produces a bundle of fabric and passes it to you. "Don't be long!" <<He>> says happily, before leaving you alone in the room.<br><br> You unfurl the fabric to reveal a rather tattered pair of swim shorts. You slip them on and store your clothes in the cupboard, before heading out for the lesson.<br><br> <<click [[Get changed|Swimming Lesson]]>><<endevent>><</click>> <<storeclothes>><<set $storelocationinit to "pool">><<storelocation>><<undress>><<spareschoolswimshorts>><<exposure>> <</if>> <<elseif $rng gte 1>> <<if $playergender is "f">> <<He>> produces a bundle of fabric and passes it to you. "Don't be long!" <<He>> says happily, before leaving you alone in the room.<br><br> You unfurl the fabric to reveal a rather tattered pair of boy's swim shorts. You rummage in the cupboard yourself, but find not a scrap of clothing. It's the shorts or nothing.<br><br> <<click [[Wear the shorts|School Pool Crossdress]]>><<storeclothes>><<set $storelocationinit to "pool">><<storelocation>><<undress>><<spareschoolswimshorts>><<endevent>><<exposure>><</click>><br> <<click [[Skip the lesson|School Pool Refuse]]>><<detention60>><<endevent>><</click>><<gdelinquency>> <<elseif $playergender is "m">> <<He>> produces a bundle of fabric and passes it to you. "Don't be long!" <<He>> says happily, before leaving you alone in the room.<br><br> You unfurl the fabric to reveal a rather tattered girl's swimsuit. You rummage in the cupboard yourself, but find not a scrap of clothing. It's the swimsuit or nothing.<br><br> <<click [[Wear the swimsuit|School Pool Crossdress]]>><<storeclothes>><<set $storelocationinit to "pool">><<storelocation>><<undress>><<spareschoolswimsuit>><<endevent>><<exposure>><</click>><br> <<click [[Skip the lesson|School Pool Refuse]]>><<detention60>><<endevent>><</click>><<gdelinquency>> <</if>> <</if>> :: Swimming Classroom Apology [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> Embarrassed, you apologise and leave.<br><br> <<click [[Boy's changing room|School Boy's Changing Room]]>><<endevent>><</click>><br> <<click [[Girl's changing room|School Girl's Changing Room]]>><<endevent>><</click>><br> :: Swimming Classroom Mock [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> You mock the teacher. "Sorry for interrupting <<sirstop>> I just wanted to see you in <<if $pronoun is "f">>that tight swimsuit<<else>>those tight shorts<</if>>." A few of the students laugh, others start blushing.<br><br> Mason also blushes. "I-I'll pretend I didn't hear that." <<He>> points to the changing rooms, before quickly looking away from you.<<gdelinquency>><br><br> <<detention10>><<set $masonlove -= 1>> <<click [[Boy's changing room|School Boy's Changing Room]]>><<endevent>><</click>><br> <<click [[Girl's changing room|School Girl's Changing Room]]>><<endevent>><</click>><br> :: School Pool Nude [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> You <<nervously>> undress and tuck your clothes away inside the cupboard. You open the door slightly and peek through the gap. Thirty or so students, plus the teacher. You'll get in trouble if you don't join them, but can you really expose yourself in front of so many people?<br><br> <<click [[This was a mistake!|School Pool Refuse]]>><<undress>><<storeon>><</click>> <br> <<click [[I have no choice|School Pool Nude Entry]]>><</click>> :: School Pool Refuse [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> There's no way you're doing this. You leave the pool, clothes on and dignity intact, but refusing a teacher will have consequences.<br><br> <<click [[Next|School Pool Entrance]]>><</click>> :: School Pool Crossdress [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> <<if $phase is 1>><<set $phase to 0>> You steel yourself and walk through the door, <<lewdness>> on display. You manage to get beneath beneath the flimsy protection of the water, but not before the rest of the class become aware of your state.<<garousal>><<garousal60>><br><br> <<click [[Next|Swimming Lesson]]>><</click>><br> <<elseif $exposed gte 1>> You <<nervously>> undress and tuck your clothes away inside the cupboard, before slipping on the <<if $playergender is "f">>shorts<<else>>swimsuit<</if>>. You look down at your <<breastscomma>> there's no way you'll pass as a boy. You open the door slightly and peek through the gap. Thirty or so students, plus the teacher. You'll get in trouble if you don't join them, but can you really expose yourself in front of so many people?<br><br> <<click [[This was a mistake!|School Pool Refuse]]>><<undress>><<storeon>><</click>> <br> <<click [[I have no choice|School Pool Crossdress]]>><<set $phase to 1>><</click>> <<elseif $exposed lte 0>> You <<nervously>> undress and tuck your clothes away inside the cupboard, before slipping on the <<if $playergender is "f">>shorts<<else>>swimsuit<</if>>.<br><br> You enter the pool room proper. A couple of heads turn, but no one gives you a second glance as you climb into the water.<br><br> <<click [[Next|Swimming Lesson]]>><</click>><br> <</if>> :: School Pool Nude Entry [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> You steel yourself and walk through the door, doing your best to cover your displayed <<nuditystop>> You manage to get beneath beneath the flimsy protection of the water, but not before the rest of the class become aware of your state.<<garousal>><<garousal60>><br><br> <<click [[Next|Swimming Lesson]]>><</click>><br> :: School Boy's Escape [nobr] <<set $outside to 0>><<schooleffects>><<effects>> <<if $physique gte $rng * 100 + 4000>> <span class="green">You wrench your arm free of the <<persons>> grip.</span> You dodge <<his>> second attempt and flee the room.<br><br> <<click [[Next|School Pool Entrance]]>><</click>><br> <<else>> You try to wrench your arm free of the <<persons>> grip, <span class="red">but you are not strong enough.</span> "I know just how to punish a pervert," <<he>> says. "You've seen us undressed, so now we see you. Strip."<br><br> <<if $exhibitionism gte 75>> <<click [[Strip|School Boy's Strip]]>><</click>><<exhibitionist5>><br> <<else>> <<click [[Strip|School Boy's Forced Strip]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <</if>> <<if $promiscuity gte 35>> <<click [[Seduce|School Boy's Seduce]]>><</click>><<promiscuous3>><br> <</if>> <<click [[Refuse|School Boy's Refuse Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: School Boy's Flirt [nobr] <<set $outside to 0>><<schooleffects>><<effects>> "I can't help it," you say. "You're all so hot."<<promiscuity1>> Some of the boys blush. The <<person>> seems less impressed. "I know just how to punish a pervert," <<he>> says. "You've seen us undressed, so now we see you. Take off your clothes."<br><br> <<if $exhibitionism gte 75>> <<click [[Strip|School Boy's Strip]]>><</click>><<exhibitionist5>><br> <<else>> <<click [[Strip|School Boy's Forced Strip]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <</if>> <<if $promiscuity gte 35>> <<click [[Seduce|School Boy's Seduce]]>><</click>><<promiscuous3>><br> <</if>> <<click [[Refuse|School Boy's Refuse Molestation]]>><<set $molestationstart to 1>><</click>><br> :: School Boy's Apologise [nobr] <<set $outside to 0>><<schooleffects>><<effects>> "I-I'm sorry," you say. "I get the rooms muddled."<br><br> "You think I'll believe that?" the <<person>> laughs. "I know just how to punish a pervert. You've seen us undressed, so now we see you. Take off your clothes."<br><br> <<if $exhibitionism gte 75>> <<click [[Strip|School Boy's Strip]]>><</click>><<exhibitionist5>><br> <<else>> <<click [[Strip|School Boy's Forced Strip]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <</if>> <<if $promiscuity gte 35>> <<click [[Seduce|School Boy's Seduce]]>><</click>><<promiscuous3>><br> <</if>> <<click [[Refuse|School Boy's Refuse Molestation]]>><<set $molestationstart to 1>><</click>><br> :: School Boy's Forced Strip [nobr] <<set $outside to 0>><<schooleffects>><<effects>> You <<nervously>> remove your clothing. Some boys blush and look away, but most are at least curious. A crowd forms around you. You're soon bare in front of them.<<covered>><br><br> <<uppernaked>><<lowernaked>><<undernaked>> <<if $playergender is $playergenderappearance>> The <<person>> snatches your clothes away. "If you want them back," <<he>> says. "You better do what we say."<br><br> The boys shout suggestions. <<if $collared is 1>> The <<person>> ignores them, and picks up your leash. "Perfect," <<he>> says. "Time for walkies. Get on your knees like a good dog."<br><br> <<click [[Get on knees (0:10)|School Boy's Knees]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Boy's Naked Refuse]]>><</click>><br> <<else>> "Everyone get your phones," <<he>> says to the boys around <<himstop>> "Make sure you get lots of evidence." <<He>> looks back at you. "Time for your punishment. Bend over."<br><br> <<click [[Bend over (0:10)|School Boy's Bend]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Boy's Naked Refuse]]>><</click>><br> <</if>> <<else>> The <<person>> gapes. "You're not a girl?" <<he>> says. "Why were you dressed as one?"<br><br> <<if $promiscuity gte 35>> <<click [[Seduce|School Boy's Crossdress Seduce]]>><</click>><<promiscuous3>><br> <</if>> <<click [[Say you like dressing as a girl|School Boy's Crossdress Honest]]>><</click>><br> <<click [[Say you were forced to (0:05)|School Boy's Crossdress Forced]]>><<pass5>><<status -1>><</click>><<lcool>><br> <</if>> :: School Boy's Strip [nobr] <<set $outside to 0>><<schooleffects>><<effects>> You <<nervously>> remove your clothing. You make eye contact with as many boys as you can as you undress. Many blush and look away, but a crowd still forms around you. You're soon bare in front of them.<<covered>><<exhibitionism5>> <<if $playergender is $playergenderappearance>> <<uppernaked>><<lowernaked>><<undernaked>> The <<person>> is blushing as <<he>> snatches your clothes away. "If you want them back," <<he>> says. "You better do what we say."<br><br> The boys shout suggestions. <<if $collared is 1>> The <<person>> ignores them, and picks up your leash. "Perfect," <<he>> says. "Time for walkies. Get on your knees like a good dog."<br><br> <<click [[Get on knees (0:10)|School Boy's Knees]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Boy's Naked Refuse]]>><</click>><br> <<else>> "Everyone get your phones," <<he>> says to the boys around <<himstop>> "Make sure you get lots of evidence." <<He>> looks back at you. "Time for your punishment. Bend over."<br><br> <<click [[Bend over (0:10)|School Boy's Bend]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Boy's Naked Refuse]]>><</click>><br> <</if>> <<else>> <<uppernaked>><<lowernaked>><<undernaked>> The <<person>> blushes and gapes. "Y-you're not a girl?" <<he>> says. "Why were you dressed as one?"<br><br> <<if $promiscuity gte 35>> <<click [[Seduce|School Boy's Crossdress Seduce]]>><</click>><<promiscuous3>><br> <</if>> <<click [[Say you like dressing as a girl|School Boy's Crossdress Honest]]>><</click>><br> <<click [[Say you were forced to (0:05)|School Boy's Crossdress Forced]]>><<pass5>><<status -1>><</click>><<lcool>><br> <</if>> :: School Boy's Refuse Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcidlegenitals>><<npcstrip>> <<if $delinquency lt 400>> <<set $rescue to 1>> <</if>> "You're getting stripped," the <<person>> says. "Whether you want it or not." <<He>> hesitates, but the other boys cheer <<him>> on.<br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|School Boy's Refuse Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Boy's Refuse Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|School Boy's Refuse Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $uppertype is "naked" and $lowertype is "naked" and $undertype is "naked" or $uppertype is "naked" and $lowertype is "naked" and $undertype is "chastity">> <span id="next"><<click [[Next|School Boy's Refuse Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Boy's Refuse Molestation]]>><</click>></span><<nexttext>> <</if>> :: School Boy's Refuse Molestation Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $alarm is 1 and $rescue is 1>><<set $rescued to $rescued + 1>> <<endevent>><<mason>><<person1>>Mason rushes in to investigate the scream. The boys back away and pretend they had no part in it. <<if $exposed gte 1>> <<He>> escorts you from the room. <<else>> <<He>> wraps towels around you and escorts you from the room. <</if>> <<if $playergender is "f">> "You shouldn't be in the boy's changing room," <<he>> says once you're alone. "That doesn't make what they did okay, but you need to be more careful in the future."<<gdelinquency>><<detention10>> <<else>> "What they were doing isn't okay," <<he>> says once you're alone. "I'll have a word with them."<<lcool>><<status -1>> <</if>> <br><br> <<tearful>> you watch the teacher return to <<his>> class.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|School Pool Entrance]]>><</click>> <<elseif $enemyhealth lte 0>> You knock the <<person>> against a locker. The other boys try to grab you, but you shove them away. <<tearful>> you escape the room.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|School Pool Entrance]]>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You shake free of the <<persons>> weakened grip. The other boys try to grab you, but you shove them away. <<tearful>> you escape the room.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|School Pool Entrance]]>><</click>> <<else>> <<uppernaked>><<lowernaked>><<undernaked>> <<if $playergender is $playergenderappearance>> The <<person>> backs away from you, your clothes in hand. "If you want them back," <<he>> says. "You better do what we say."<br><br> The boys shout suggestions. <<if $collared is 1>> The <<person>> ignores them, and picks up your leash. "Perfect," <<he>> says. "Time for walkies. Get on your knees like a good dog."<br><br> <<click [[Get on knees (0:10)|School Boy's Knees]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Boy's Naked Refuse]]>><</click>><br> <<else>> "Everyone get your phones," <<he>> says to the boys around <<himstop>> "Make sure you get lots of evidence." <<He>> looks back at you. "Time for your punishment. Bend over."<br><br> <<click [[Bend over (0:10)|School Boy's Bend]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Boy's Naked Refuse]]>><</click>><br> <</if>> <<else>> The <<person>> backs away from you, your clothes in hand. "Y-you're not a girl?" <<he>> says. "Why were you dressed as one?"<br><br> <<if $promiscuity gte 35>> <<click [[Seduce|School Boy's Crossdress Seduce]]>><</click>><<promiscuous3>><br> <</if>> <<click [[Say you like dressing as a girl|School Boy's Crossdress Honest]]>><</click>><br> <<click [[Say you were forced to (0:05)|School Boy's Crossdress Forced]]>><<pass5>><<status -1>><</click>><<lcool>><br> <</if>> <</if>> :: School Boy's Seduce [nobr] <<set $outside to 0>><<schooleffects>><<effects>> <<set $seductiondifficulty to 4000>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> "You only want to look?" you purr. "How about we both strip down?"<<promiscuity3>><br><br> <<if $seductionrating gte $seductionrequired>> The <<person>> tries to respond, but just stammers. You begin to undress <<himstop>><br><br> <<click [[Next|School Boy's Seduce Sex]]>><<set $sexstart to 1>><</click>><br> <<else>> "No chance," the <<person>> says. "You're the one getting ogled now."<br><br> <<if $exhibitionism gte 75>> <<click [[Strip|School Boy's Strip]]>><</click>><<exhibitionist5>><br> <<else>> <<click [[Strip|School Boy's Forced Strip]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <</if>> <<click [[Refuse|School Boy's Refuse Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: School Boy's Seduce Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|School Boy's Seduce Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|School Boy's Seduce Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Boy's Seduce Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Boy's Seduce Sex]]>><</click>></span><<nexttext>> <</if>> :: School Boy's Seduce Sex Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> lies on the ground, <<his>> face bright red. <<tearful>> you saunter from the room. You feel the boys' hungry gaze on your back.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You knock the <<person>> against a locker. <<tearful>> you escape the room. You feel the boys' hungry gaze on your back.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> The <<person>> looks embarrassed as <<he>> fixes <<his>> clothing. <<tearful>> you leave the room. You feel the boys' hungry gaze on your back.<br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|School Pool Entrance]]>><</click>> :: School Boy's Knees [nobr] <<set $outside to 0>><<schooleffects>><<effects>> You drop to your knees. "Good doggy," the <<person>> says. <<He>> looks at the other boys. "Let's go."<br><br> <<He>> leads you to the entrance of the changing rooms, then through the doors leading into the rest of the school. You're naked on your hands and knees, with a collar around your neck and the leash held by the <<personstop>> The other boys surround you and jeer. Now and then one gropes or spanks you.<br><br> You are being led down a corridor when you run into the first group of students. "Oh my god," you hear one say, before any speech is drowned out by laughter. They join the procession. Soon there's a crowd marching around the school, revolving around the naked <<girl>> with the collar and leash.<<fameexhibitionism50>><br><br> <<endcombat>> <<click [[Next|School Boy's Knees 2]]>><</click>><br> :: School Boy's Knees 2 [nobr] <<set $outside to 0>><<schooleffects>><<effects>> <<leighton>><<person1>> Leighton's voice appears behind the group. It's not long before the crowd has dissipated. The headteacher arrives beside you, and stares down. <<He>> found your clothes somewhere, and drops them on top of you. <<He>> walks away, smiling.<br><br> <<clothesontowel>> <<endevent>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> :: School Boy's Bend [nobr] <<set $outside to 0>><<schooleffects>><<effects>> You lean against the lockers and bend over. The <<person>> walks beside you, and leans on your back. "Make sure you get this," <<he>> says. There's silence for a moment, then a loud smack as something hits your <<bottomstop>> Then another. <<Hes>> spanking you with a float used by the younger students. It's made of foam, but <<he>> whips it against your skin with such speed that the pain makes you jolt.<<gpain>><<set $pain += 40>><br><br> <<fameexhibitionism50>> "Someone else have a go," <<he>> says after a while. Someone does. They aren't as effective, but the <<person>> leans against the lockers and pulls your hair back. <<He>> leans close. "This is what happens to girls who come in here," <<he>> says. Another jolt of pain. "Consider yourself lucky I'm so nice. Some wanted much worse." <<He>> glances at your body, and regret darkens <<his>> face. <<He>> stands up. "That's enough. <<pShes>> learnt <<pher>> lesson." <<He>> throws your clothes at you. <<tearful>> you take your clothing and leave the room.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|School Pool Entrance]]>><</click>><br> :: School Boy's Naked Refuse [nobr] <<set $outside to 0>><<schooleffects>><<effects>> The <<person>> shrugs. "Fine," <<he>> says. "Everyone. Let's show <<pher>> out."<br><br> Groping hands fondle you all over, and push you towards an open window. It's small and near the ceiling, but the boys lift you and push you through, head first. You tumble to the ground on the other side. The window clicks shut above you. You're not even on school grounds anymore.<<covered>><br><br> <<endcombat>> <<click [[Next|Oxford Street]]>><<clotheson>><<upperruined>><<lowerruined>><<underruined>><<set $eventskip to 1>><</click>><br> :: School Boy's Crossdress Seduce [nobr] <<set $outside to 0>><<schooleffects>><<effects>> <<set $seductiondifficulty to 6000>> <<seductioncheck>><br><br> "I can be your girl," you purr. "If you want."<br><br> <<if $seductionrating gte $seductionrequired>> <<He>> tries to respond, but stammers. You begin to undress <<himstop>><br><br> <<click [[Next|School Boy's Crossdress Sex]]>><</click>><br> <<else>> "N-no," <<he>> says, "But if you want to be treated like a girl, that's fine. What should we do with her?"<br><br> The boys shout suggestions. <<if $collared is 1>> The <<person>> ignores them, and picks up your leash. "Perfect," <<he>> says. "Time for walkies. Get on your knees like a good dog."<br><br> <<click [[Get on knees (0:10)|School Boy's Knees]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Boy's Naked Refuse]]>><</click>><br> <<else>> "Everyone get your phones," <<he>> says to the boys around <<himstop>> "Make sure you get lots of evidence." <<He>> looks back at you. "Time for your punishment. Bend over."<br><br> <<click [[Bend over (0:10)|School Boy's Bend]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Boy's Naked Refuse]]>><</click>><br> <</if>> <</if>> :: School Boy's Crossdress Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|School Boy's Crossdress Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|School Boy's Crossdress Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Boy's Crossdress Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Boy's Crossdress Sex]]>><</click>></span><<nexttext>> <</if>> :: School Boy's Crossdress Sex Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> lies on the ground, <<his>> face bright red. <<tearful>> you saunter from the room. The other boys' laugh at <<himcomma>> but you can feel their hungry gaze on your back.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You knock the <<person>> against a locker. <<tearful>> you escape the room. The other boys' laugh at <<himcomma>> but you can feel their hungry gaze on your back.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> The <<person>> looks embarrassed as <<he>> fixes <<his>> clothing. <<tearful>> you leave the room. The other boys' laugh at <<himcomma>> but you can feel their hungry gaze on your back.<br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|School Pool Entrance]]>><</click>> :: School Boy's Crossdress Honest [nobr] <<set $outside to 0>><<schooleffects>><<effects>> <<if $submissive gte 1150>> "I like dressing as a girl," you say. "It makes me feel pretty." <<elseif $submissive lte 850>> "I dress how I want," you say. "And I like dressing as a girl." <<else>> "I like dressing as a girl," you say. <</if>> <br><br> The boys laugh. "You really are a pervert," the <<person>> says. "What should we do with <<phim>> I wonder."<br><br> The boys shout suggestions. <<if $collared is 1>> The <<person>> ignores them, and picks up your leash. "Perfect," <<he>> says. "Time for walkies. Get on your knees like a good dog."<br><br> <<click [[Get on knees (0:10)|School Boy's Knees]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Boy's Naked Refuse]]>><</click>><br> <<else>> "Everyone get your phones," <<he>> says to the boys around <<himstop>> "Make sure you get lots of evidence." <<He>> looks back at you. "Time for your punishment. Bend over."<br><br> <<click [[Bend over (0:10)|School Boy's Bend]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Boy's Naked Refuse]]>><</click>><br> <</if>> :: School Boy's Crossdress Forced [nobr] <<set $outside to 0>><<schooleffects>><<effects>> <<if $submissive gte 1150>> "I-I didn't want to dress like a girl" you say. "I forgot my uniform." <<elseif $submissive lte 850>> "Some idiot made me dress this way," <<else>> "I had no choice," you say. "I forgot my uniform." <</if>> <br><br> The boys enjoy a laugh at your expense. "We're not letting you in here dressed like a girl," <<he>> says. "It's distracting." <<He>> blushes and throws you your clothes.<br><br> <<clotheson>> <<endevent>> <<click [[Next|School Pool Entrance]]>><</click>><br> :: School Girl's Escape [nobr] <<set $outside to 0>><<schooleffects>><<effects>> <<if $physique gte $rng * 100 + 4000>> <span class="green">You wrench your arm free of the <<persons>> grip.</span> You dodge <<his>> second attempt and flee the room.<br><br> <<click [[Next|School Pool Entrance]]>><</click>><br> <<else>> You try to wrench your arm free of the <<persons>> grip, <span class="red">but you are not strong enough.</span> "I know just how to punish a pervert," <<he>> says. "You've seen us undressed, so now we see you. Strip."<br><br> <<if $exhibitionism gte 75>> <<click [[Strip|School Girl's Strip]]>><</click>><<exhibitionist5>><br> <<else>> <<click [[Strip|School Girl's Forced Strip]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <</if>> <<if $promiscuity gte 35>> <<click [[Seduce|School Girl's Seduce]]>><</click>><<promiscuous3>><br> <</if>> <<click [[Refuse|School Girl's Refuse Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: School Girl's Flirt [nobr] <<set $outside to 0>><<schooleffects>><<effects>> "I can't help it," you say. "You're all so hot."<<promiscuity1>> Some of the girls blush. The <<person>> seems less impressed. "I know just how to punish a pervert," <<he>> says. "You've seen us undressed, so now we see you. Take off your clothes."<br><br> <<if $exhibitionism gte 75>> <<click [[Strip|School Girl's Strip]]>><</click>><<exhibitionist5>><br> <<else>> <<click [[Strip|School Girl's Forced Strip]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <</if>> <<if $promiscuity gte 35>> <<click [[Seduce|School Girl's Seduce]]>><</click>><<promiscuous3>><br> <</if>> <<click [[Refuse|School Girl's Refuse Molestation]]>><<set $molestationstart to 1>><</click>><br> :: School Girl's Apologise [nobr] <<set $outside to 0>><<schooleffects>><<effects>> "I-I'm sorry," you say. "I get the rooms muddled."<br><br> "You think I'll believe that?" the <<person>> laughs. "I know just how to punish a pervert. You've seen us undressed, so now we see you. Take off your clothes."<br><br> <<if $exhibitionism gte 75>> <<click [[Strip|School Girl's Strip]]>><</click>><<exhibitionist5>><br> <<else>> <<click [[Strip|School Girl's Forced Strip]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <</if>> <<if $promiscuity gte 35>> <<click [[Seduce|School Girl's Seduce]]>><</click>><<promiscuous3>><br> <</if>> <<click [[Refuse|School Girl's Refuse Molestation]]>><<set $molestationstart to 1>><</click>><br> :: School Girl's Forced Strip [nobr] <<set $outside to 0>><<schooleffects>><<effects>> You <<nervously>> remove your clothing. Some girls blush and look away, but most are at least curious. A crowd forms around you. You're soon bare in front of them.<<covered>><br><br> <<uppernaked>><<lowernaked>><<undernaked>> <<if $playergender is $playergenderappearance>> The <<person>> snatches your clothes away. "If you want them back," <<he>> says. "You better do what we say."<br><br> The girls shout suggestions. <<if $collared is 1>> The <<person>> ignores them, and picks up your leash. "Perfect," <<he>> says. "Time for walkies. Get on your knees like a good dog."<br><br> <<click [[Get on knees (0:10)|School Girl's Knees]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Girl's Naked Refuse]]>><</click>><br> <<else>> "Everyone get your phones," <<he>> says to the girls around <<himstop>> "Make sure you get lots of evidence." <<He>> looks back at you. "Time for your punishment. Bend over."<br><br> <<click [[Bend over (0:10)|School Girl's Bend]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Girl's Naked Refuse]]>><</click>><br> <</if>> <<else>> The <<person>> gapes. "You're not a boy?" <<he>> says. "Why were you dressed as one?"<br><br> <<if $promiscuity gte 35>> <<click [[Seduce|School Girl's Crossdress Seduce]]>><</click>><<promiscuous3>><br> <</if>> <<click [[Say you like dressing as a girl|School Girl's Crossdress Honest]]>><</click>><br> <<click [[Say you were forced to (0:05)|School Girl's Crossdress Forced]]>><<pass5>><<status -1>><</click>><<lcool>><br> <</if>> :: School Girl's Strip [nobr] <<set $outside to 0>><<schooleffects>><<effects>> You <<nervously>> remove your clothing. You make eye contact with as many girls as you can as you undress. Many blush and look away, but a crowd still forms around you. You're soon bare in front of them.<<covered>><<exhibitionism5>> <<if $playergender is $playergenderappearance>> <<uppernaked>><<lowernaked>><<undernaked>> The <<person>> is blushing as <<he>> snatches your clothes away. "If you want them back," <<he>> says. "You better do what we say."<br><br> The girls shout suggestions. <<if $collared is 1>> The <<person>> ignores them, and picks up your leash. "Perfect," <<he>> says. "Time for walkies. Get on your knees like a good dog."<br><br> <<click [[Get on knees (0:10)|School Girl's Knees]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Girl's Naked Refuse]]>><</click>><br> <<else>> "Everyone get your phones," <<he>> says to the girls around <<himstop>> "Make sure you get lots of evidence." <<He>> looks back at you. "Time for your punishment. Bend over."<br><br> <<click [[Bend over (0:10)|School Girl's Bend]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Girl's Naked Refuse]]>><</click>><br> <</if>> <<else>> <<uppernaked>><<lowernaked>><<undernaked>> The <<person>> blushes and gapes. "Y-you're not a boy?" <<he>> says. "Why were you dressed as one?"<br><br> <<if $promiscuity gte 35>> <<click [[Seduce|School Girl's Crossdress Seduce]]>><</click>><<promiscuous3>><br> <</if>> <<click [[Say you like dressing as a girl|School Girl's Crossdress Honest]]>><</click>><br> <<click [[Say you were forced to (0:05)|School Girl's Crossdress Forced]]>><<pass5>><<status -1>><</click>><<lcool>><br> <</if>> :: School Girl's Refuse Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcidlegenitals>><<npcstrip>> <<if $delinquency lt 400>> <<set $rescue to 1>> <</if>> "You're getting stripped," the <<person>> says. "Whether you want it or not." <<He>> hesitates, but the other girls cheer <<him>> on.<br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|School Girl's Refuse Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Girl's Refuse Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|School Girl's Refuse Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $uppertype is "naked" and $lowertype is "naked" and $undertype is "naked" or $uppertype is "naked" and $lowertype is "naked" and $undertype is "chastity">> <span id="next"><<click [[Next|School Girl's Refuse Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Girl's Refuse Molestation]]>><</click>></span><<nexttext>> <</if>> :: School Girl's Refuse Molestation Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $alarm is 1 and $rescue is 1>><<set $rescued to $rescued + 1>> <<endevent>><<mason>><<person1>>Mason rushes in to investigate the scream. The girls back away and pretend they had no part in it. <<if $exposed gte 1>> <<He>> escorts you from the room. <<else>> <<He>> wraps towels around you and escorts you from the room. <</if>> <<if $playergender is "m">> "You shouldn't be in the girl's changing room," <<he>> says once you're alone. "That doesn't make what they did okay, but you need to be more careful in the future."<<gdelinquency>><<detention10>> <<else>> "What they were doing isn't okay," <<he>> says once you're alone. "I'll have a word with them."<<lcool>><<status -1>> <</if>> <br><br> <<tearful>> you watch the teacher return to <<his>> class.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|School Pool Entrance]]>><</click>> <<elseif $enemyhealth lte 0>> You knock the <<person>> against a locker. The other girls try to grab you, but you shove them away. <<tearful>> you escape the room.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|School Pool Entrance]]>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You shake free of the <<persons>> weakened grip. The other girls try to grab you, but you shove them away. <<tearful>> you escape the room.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|School Pool Entrance]]>><</click>> <<else>> <<uppernaked>><<lowernaked>><<undernaked>> <<if $playergender is $playergenderappearance>> The <<person>> backs away from you, your clothes in hand. "If you want them back," <<he>> says. "You better do what we say."<br><br> The girls shout suggestions. <<if $collared is 1>> The <<person>> ignores them, and picks up your leash. "Perfect," <<he>> says. "Time for walkies. Get on your knees like a good dog."<br><br> <<click [[Get on knees (0:10)|School Girl's Knees]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Girl's Naked Refuse]]>><</click>><br> <<else>> "Everyone get your phones," <<he>> says to the girls around <<himstop>> "Make sure you get lots of evidence." <<He>> looks back at you. "Time for your punishment. Bend over."<br><br> <<click [[Bend over (0:10)|School Girl's Bend]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Girl's Naked Refuse]]>><</click>><br> <</if>> <<else>> The <<person>> backs away from you, your clothes in hand. "Y-you're not a boy?" <<he>> says. "Why were you dressed as one?"<br><br> <<if $promiscuity gte 35>> <<click [[Seduce|School Girl's Crossdress Seduce]]>><</click>><<promiscuous3>><br> <</if>> <<click [[Say you like dressing as a girl|School Girl's Crossdress Honest]]>><</click>><br> <<click [[Say you were forced to (0:05)|School Girl's Crossdress Forced]]>><<pass5>><<status -1>><</click>><<lcool>><br> <</if>> <</if>> :: School Girl's Seduce [nobr] <<set $outside to 0>><<schooleffects>><<effects>> <<set $seductiondifficulty to 4000>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> "You only want to look?" you purr. "How about we both strip down?"<<promiscuity3>><br><br> <<if $seductionrating gte $seductionrequired>> The <<person>> tries to respond, but just stammers. You begin to undress <<himstop>><br><br> <<click [[Next|School Girl's Seduce Sex]]>><<set $sexstart to 1>><</click>><br> <<else>> "No chance," the <<person>> says. "You're the one getting ogled now."<br><br> <<if $exhibitionism gte 75>> <<click [[Strip|School Girl's Strip]]>><</click>><<exhibitionist5>><br> <<else>> <<click [[Strip|School Girl's Forced Strip]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <</if>> <<click [[Refuse|School Girl's Refuse Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: School Girl's Seduce Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|School Girl's Seduce Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|School Girl's Seduce Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Girl's Seduce Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Girl's Seduce Sex]]>><</click>></span><<nexttext>> <</if>> :: School Girl's Seduce Sex Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> lies on the ground, <<his>> face bright red. <<tearful>> you saunter from the room. You feel the girls' hungry gaze on your back.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You knock the <<person>> against a locker. <<tearful>> you escape the room. You feel the girls' hungry gaze on your back.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> The <<person>> looks embarrassed as <<he>> fixes <<his>> clothing. <<tearful>> you leave the room. You feel the girls' hungry gaze on your back.<br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|School Pool Entrance]]>><</click>> :: School Girl's Knees [nobr] <<set $outside to 0>><<schooleffects>><<effects>> You drop to your knees. "Good doggy," the <<person>> says. <<He>> looks at the other girls. "Let's go."<br><br> <<He>> leads you to the entrance of the changing rooms, then through the doors leading into the rest of the school. You're naked on your hands and knees, with a collar around your neck and the leash held by the <<personstop>> The other girls surround you and jeer. Now and then one gropes or spanks you.<br><br> You are being led down a corridor when you run into the first group of students. "Oh my god," you hear one say, before any speech is drowned out by laughter. They join the procession. Soon there's a crowd marching around the school, revolving around the naked <<girl>> with the collar and leash.<<fameexhibitionism50>><br><br> <<endcombat>> <<click [[Next|School Girl's Knees 2]]>><</click>><br> :: School Girl's Knees 2 [nobr] <<set $outside to 0>><<schooleffects>><<effects>> <<leighton>><<person1>> Leighton's voice appears behind the group. It's not long before the crowd has dissipated. The headteacher arrives beside you, and stares down. <<He>> found your clothes somewhere, and drops them on top of you. <<He>> walks away, smiling.<br><br> <<clothesontowel>> <<endevent>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> :: School Girl's Bend [nobr] <<set $outside to 0>><<schooleffects>><<effects>> You lean against the lockers and bend over. The <<person>> walks beside you, and leans on your back. "Make sure you get this," <<he>> says. There's silence for a moment, then a loud smack as something hits your <<bottomstop>> Then another. <<Hes>> spanking you with a float used by the younger students. It's made of foam, but <<he>> whips it against your skin with such speed that the pain makes you jolt.<<gpain>><<set $pain += 40>><br><br> <<fameexhibitionism50>> "Someone else have a go," <<he>> says after a while. Someone does. They aren't as effective, but the <<person>> leans against the lockers and pulls your hair back. <<He>> leans close. "This is what happens to boys who come in here," <<he>> says. Another jolt of pain. "Consider yourself lucky I'm so nice. Some wanted much worse." <<He>> glances at your body, and regret darkens <<his>> face. <<He>> stands up. "That's enough. <<pShes>> learnt <<pher>> lesson." <<He>> throws your clothes at you. <<tearful>> you take your clothing and leave the room.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|School Pool Entrance]]>><</click>><br> :: School Girl's Naked Refuse [nobr] <<set $outside to 0>><<schooleffects>><<effects>> The <<person>> shrugs. "Fine," <<he>> says. "Everyone. Let's show <<pher>> out."<br><br> Groping hands fondle you all over, and push you towards an open window. It's small and near the ceiling, but the girls lift you and push you through, head first. You tumble to the ground on the other side. The window clicks shut above you. You're not even on school grounds anymore.<<covered>><br><br> <<endcombat>> <<click [[Next|Oxford Street]]>><<clotheson>><<upperruined>><<lowerruined>><<underruined>><<set $eventskip to 1>><</click>><br> :: School Girl's Crossdress Seduce [nobr] <<set $outside to 0>><<schooleffects>><<effects>> <<set $seductiondifficulty to 6000>> <<seductioncheck>><br><br> "I can be your girl," you purr. "If you want."<br><br> <<if $seductionrating gte $seductionrequired>> <<He>> tries to respond, but stammers. You begin to undress <<himstop>><br><br> <<click [[Next|School Girl's Crossdress Sex]]>><</click>><br> <<else>> "N-no," <<he>> says, "But if you want to be treated like a boy, that's fine. What should we do with him?"<br><br> The girls shout suggestions. <<if $collared is 1>> The <<person>> ignores them, and picks up your leash. "Perfect," <<he>> says. "Time for walkies. Get on your knees like a good dog."<br><br> <<click [[Get on knees (0:10)|School Girl's Knees]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Girl's Naked Refuse]]>><</click>><br> <<else>> "Everyone get your phones," <<he>> says to the girls around <<himstop>> "Make sure you get lots of evidence." <<He>> looks back at you. "Time for your punishment. Bend over."<br><br> <<click [[Bend over (0:10)|School Girl's Bend]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Girl's Naked Refuse]]>><</click>><br> <</if>> <</if>> :: School Girl's Crossdress Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|School Girl's Crossdress Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|School Girl's Crossdress Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Girl's Crossdress Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Girl's Crossdress Sex]]>><</click>></span><<nexttext>> <</if>> :: School Girl's Crossdress Sex Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> lies on the ground, <<his>> face bright red. <<tearful>> you saunter from the room. The other girls' laugh at <<himcomma>> but you can feel their hungry gaze on your back.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You knock the <<person>> against a locker. <<tearful>> you escape the room. The other girls' laugh at <<himcomma>> but you can feel their hungry gaze on your back.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> The <<person>> looks embarrassed as <<he>> fixes <<his>> clothing. <<tearful>> you leave the room. The other girls' laugh at <<himcomma>> but you can feel their hungry gaze on your back.<br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|School Pool Entrance]]>><</click>> :: School Girl's Crossdress Honest [nobr] <<set $outside to 0>><<schooleffects>><<effects>> <<if $submissive gte 1150>> "I like dressing as a boy," you say. "It makes me feel pretty." <<elseif $submissive lte 850>> "I dress how I want," you say. "And I like dressing as a boy." <<else>> "I like dressing as a boy," you say. <</if>> <br><br> The girls laugh. "You really are a pervert," the <<person>> says. "What should we do with <<phim>> I wonder."<br><br> The girls shout suggestions. <<if $collared is 1>> The <<person>> ignores them, and picks up your leash. "Perfect," <<he>> says. "Time for walkies. Get on your knees like a good dog."<br><br> <<click [[Get on knees (0:10)|School Girl's Knees]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Girl's Naked Refuse]]>><</click>><br> <<else>> "Everyone get your phones," <<he>> says to the girls around <<himstop>> "Make sure you get lots of evidence." <<He>> looks back at you. "Time for your punishment. Bend over."<br><br> <<click [[Bend over (0:10)|School Girl's Bend]]>><<pass10>><<status -1>><<gtrauma60>><<gstress60>><</click>><<lcool>><<gtrauma>><<gstress>><br> <<click [[Refuse|School Girl's Naked Refuse]]>><</click>><br> <</if>> :: School Girl's Crossdress Forced [nobr] <<set $outside to 0>><<schooleffects>><<effects>> <<if $submissive gte 1150>> "I-I didn't want to dress like a boy" you say. "I forgot my uniform." <<elseif $submissive lte 850>> "Some idiot made me dress this way," <<else>> "I had no choice," you say. "I forgot my uniform." <</if>> <br><br> The girls enjoy a laugh at your expense. "We're not letting you in here dressed like a boy," <<he>> says. "It's distracting." <<He>> blushes and throws you your clothes.<br><br> <<clotheson>> <<endevent>> <<click [[Next|School Pool Entrance]]>><</click>><br> :: Swimming Lesson Focus [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<water>><<effects>> <<if $exposed gte 1>> You focus on following Mason's instructions and exerting yourself. Doing so while keeping your body concealed beneath the water proves to be difficult.<<physique3>><<swimmingskilluse>> <<elseif $exposed lte 0>> You focus on following Mason's instructions and exerting yourself. It's hard going, but you think you're making progress.<<physique3>><<swimmingskilluse>> <</if>> <<pass5>><<gstress5>><<gtiredness5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<gstress5>><<gtiredness5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<gstress5>><<gtiredness5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<gstress5>><<gtiredness5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> <<if $exposed gte 1>> The bell rings, signifying the end of the lesson. You wait as the other students leave. Some students linger, doubtlessly hoping to get a nice view when you climb out, but Mason herds them away, giving you some privacy.<br><br> <<elseif $exposed lte 0>> The bell rings, signifying the end of the lesson. You climb out of the pool.<br><br> <</if>> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<if $exposed lte 0>> <<click [[Boy's Changing Room|School Boy's Changing Room]]>><</click>><br> <<click [[Girl's Changing Room|School Girl's Changing Room]]>><</click>><br><br> <</if>> <<if $storelocation is "pool">> <<click [[Get changed|Swimming Pool Change]]>><</click>><br> <<elseif $exposed gte 1>> <<click [[Grab some towels and enter the boy's changing room|School Boy's Changing Room]]>><<towelup>><</click>><br> <<click [[Grab some towels and enter the girl's Changing Room|School Girl's Changing Room]]>><</click>><br><br> <</if>> <<else>> <<if $exposed gte 1>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - $allure)>> <<eventsswimming>> <<else>> <<eventsswimmingsafe>> <</if>> <<elseif $exposed lte 0>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure / 5))>> <<eventsswimming>> <<else>> <<eventsswimmingsafe>> <</if>> <</if>> <</if>> :: Swimming Lesson Socialize [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<water>><<effects>> <<if $exposed gte 1>> You pay little attention to the lesson, instead chatting with your fellow students. Some look away bashfully when you try to engage, but you catch them looking now and then.<br><br> <<elseif $exposed lte 0>> You pay little attention to the lesson, instead chatting with your fellow students.<br><br> <</if>> <<pass5>><<gcool1>><<ltrauma10>><<lstress5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<ltrauma10>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> <<if $exposed gte 1>> The bell rings, signifying the end of the lesson. You wait as the other students leave. Some students linger, doubtlessly hoping to get a nice view when you climb out, but Mason herds them away, giving you some privacy.<br><br> <<elseif $exposed lte 0>> The bell rings, signifying the end of the lesson. You climb out of the pool.<br><br> <</if>> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<if $exposed lte 0>> <<click [[Boy's Changing Room|School Boy's Changing Room]]>><</click>><br> <<click [[Girl's Changing Room|School Girl's Changing Room]]>><</click>><br><br> <</if>> <<if $storelocation is "pool">> <<click [[Get changed|Swimming Pool Change]]>><</click>><br> <<elseif $exposed gte 1>> <<click [[Grab some towels and enter the boy's changing room|School Boy's Changing Room]]>><<towelup>><</click>><br> <<click [[Grab some towels and enter the girl's Changing Room|School Girl's Changing Room]]>><</click>><br><br> <</if>> <<else>> <<if $exposed gte 1>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure * 2))>> <<eventsswimming>> <<else>> <<eventsswimmingsafe>> <</if>> <<elseif $exposed lte 0>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure / 2))>> <<eventsswimming>> <<else>> <<eventsswimmingsafe>> <</if>> <</if>> <</if>> :: Swimming Lesson Daydream [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<water>><<effects>> <<if $trauma gte (($traumamax / 10) * 7)>> You keep to yourself, afraid that one wrong move will result in the whole class molesting you. <<elseif $trauma gte (($traumamax / 10) * 2)>> You focus on your own thoughts, trying to keep the creeping anxiety at bay. <<else>> <<if $exposed gte 1>> Vulnerable as you are you don't really pay attention to the lesson, instead idly paddling and keeping your <<lewdness>> covered. <<elseif $exposed lte 1>> You don't really pay attention to the lesson, instead idly paddling and thinking about what you'll do after school. <</if>> <</if>> <br><br> <<pass5>><<gcool1>><<ltrauma10>><<lstress5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<ltrauma10>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>><<lstress5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> <<if $exposed gte 1>> The bell rings, signifying the end of the lesson. You wait as the other students leave. Some students linger, doubtlessly hoping to get a nice view when you climb out, but Mason herds them away, giving you some privacy.<br><br> <<elseif $exposed lte 0>> The bell rings, signifying the end of the lesson. You climb out of the pool.<br><br> <</if>> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<if $exposed lte 0>> <<click [[Boy's Changing Room|School Boy's Changing Room]]>><</click>><br> <<click [[Girl's Changing Room|School Girl's Changing Room]]>><</click>><br><br> <</if>> <<if $storelocation is "pool">> <<click [[Get changed|Swimming Pool Change]]>><</click>><br> <<elseif $exposed gte 1>> <<click [[Grab some towels and enter the boy's changing room|School Boy's Changing Room]]>><<towelup>><</click>><br> <<click [[Grab some towels and enter the girl's Changing Room|School Girl's Changing Room]]>><</click>><br><br> <</if>> <<else>> <<if $exposed gte 1>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure / 2))>> <<eventsswimming>> <<else>> <<eventsswimmingsafe>> <</if>> <<elseif $exposed lte 0>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure / 10))>> <<eventsswimming>> <<else>> <<eventsswimmingsafe>> <</if>> <</if>> <</if>> :: Swimming Pool Change [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> <<undress>><<storeon>> You make the short dash to the side room without any interference. You find your clothes where you left them. You quickly dry yourself and change.<br><br> <<click [[Boy's changing room|School Boy's Changing Room]]>><<endevent>><</click>><br> <<click [[Girl's changing room|School Girl's Changing Room]]>><<endevent>><</click>><br> :: School Girl's Change [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> <<if $schoollesson is 1>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> You <<nervously>> change into the swimming outfit.<br><br> <<click [[Enter the pool room|School Pool]]>><</click>><br> <<click [[Stay in the changing room|School Girl's Changing Room]]>><</click>><br> <<else>> <<if $playergenderappearance is "m">> You find a secluded spot where you hopefully won't be disturbed, behind some lockers in the far corner of the room. You <<nervously>> remove your clothing, while a group of girls talk just a few steps away. You slip into your swimming outfit. <br><br> You won't be able to get past the girls dressed like this.<br><br> <<click [[Wait until the coast is clear (0:08)|School Pool]]>><<pass8>><</click>><br> <<click [[This was a bad idea, put your clothes back on|School Girl's Changing Room]]>><<undress>><<storeon>><</click>><br> <<else>> You find a secluded spot where you hopefully won't be disturbed, behind some lockers in the far corner of the room. You <<nervously>> remove your clothing, while a group of girls talk just a few steps away. You slip into your swimming outfit.<br><br> <<click [[Enter the pool room|School Pool]]>><</click>><br> <<click [[This was a bad idea, put your clothes back on|School Girl's Changing Room]]>><<undress>><<storeon>><</click>><br> <</if>><br><br> <</if>> <<else>> You <<nervously>> change into the swim outfit.<br><br> <<click [[Enter the pool room|School Pool]]>><</click>><br> <<click [[Stay in the changing room|School Girl's Changing Room]]>><</click>><br> <</if>> :: Maths Note [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 1>> You break the seal and open the envelope. There's a note inside, with the head's computer username and password. That might be useful, but you'll probably be in trouble for tampering with the letter.<<set $headpasswordknown to 1>><br><br> <</if>> You deliver the note without incident, but on the way back to class you are hounded by a group of delinquents. <<if $cool lt ($coolmax / 10) and $mathsnote gte 2>> <<generatey1>><<generatey2>><<generatey3>><<generatey4>> What starts with verbal teasing soon becomes physical.<br><br> <<click [[Next|Maths Note Molestation]]>><<set $molestationstart to 1>><<set $phase to 2>><</click>><br> <<elseif $cool lt ($coolmax / 5) and $mathsnote gte 1>><<set $mathsnote to 2>> <<generatey1>><<generatey2>><<generatey3>><<generatey4>> What starts with verbal teasing soon becomes physical.<br><br> <<click [[Next|Maths Note Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</click>><br> <<else>><<set $mathsnote to 1>> They tease you a little but fortunately don't take things too far. You arrive at the classroom.<<gtrauma>><<gstress>><<gtrauma20>><<gstress20>><br><br> <<click [[Next|Maths Lesson]]>><</click>><br> <</if>> :: Maths Note Molestation [nobr] <<if $molestationstart is 1>> <<if $phase is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcstrip>><<set $timer to 15>> <<if $delinquency lt 400>> <<set $rescue to 1>> <</if>> <<elseif $phase is 4>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $lefthand to "mouth">><<set $mouthuse to "lefthand">> <<if $delinquency lt 400>> <<set $rescue to 1>> <</if>> <</if>> <<endif>> <<effects>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> No one comes to your aid, likely due to your reputation as a delinquent.<br><br> <</if>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Maths Note Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Maths Note Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Maths Note Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $timer is 1>> <span id="next"><<click [[Next|Maths Note Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Maths Note Molestation]]>><</click>></span><<nexttext>> <</if>> :: Maths Note Molestation Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $enemyhealth lte 0>> Your assailants recoil in pain. <<tearful>> you seize the chance to escape.<br><br> <<clotheson>> <<endcombat>> <<if $uppertype isnot "naked" and $lowertype isnot "naked">> <<else>> You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>> <</if>> Shaken, you walk back to the classroom.<br><br> <<click [[Next|Maths Lesson]]>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "See ya later loser," says the <<person1>><<personstop>><br><br> <<clotheson>> <<endcombat>> <<if $uppertype isnot "naked" and $lowertype isnot "naked">> <<else>> You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>> <</if>> <<tearful>> you walk back to the classroom.<br><br> <<click [[Next|Maths Lesson]]>><</click>> <<elseif $rescue is 1 and $alarm is 1>><<set $rescued to $rescued + 1>> <<endevent>><<leighton>><<person1>>Leighton rounds a corner, having heard your scream. The assailants' demeanor changes immediately, and they are harried back to <<his>> office.<br><br> <<clotheson>> <<endcombat>> <<if $uppertype isnot "naked" and $lowertype isnot "naked">> <<else>> You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>> <</if>> <<tearful>> you walk back to the classroom.<br><br> <<click [[Next|Maths Lesson]]>><</click>> <<else>> "See ya later loser," says the <<person1>><<personstop>><br><br> <<clotheson>> <<endcombat>> <<if $uppertype isnot "naked" and $lowertype isnot "naked">> <<else>> You make a detour to the toilets and find some towels to cover up with before anyone sees you.<<towelup>> <</if>> <<tearful>> you walk back to the classroom.<br><br> <<click [[Next|Maths Lesson]]>><</click>> <</if>> :: Maths Event3 [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 3>> You do your best to ignore the fondling. River is distracted on the other side of the room, and the <<person>> becomes more bold.<br><br> <<click [[Next|Maths Event3 Molestation]]>><<set $molestationstart to 1>><</click>><br> <<elseif $phase is 2>> You do your best to ignore the fondling. The <<person>> continues to covertly grope and squeeze your butt while acting as though nothing is amiss. You feel a little violated, but put up with it for the sake of peace.<br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <<elseif $phase is 1>> You shift your chair away from the <<personcomma>> beyond the reach of their fondling. Unfortunately, River gets the wrong idea. "I asked you to help a fellow student, don't try to weasel out of it. Maybe detention will teach you to respect your colleagues." The <<person>> gives you a mocking smile.<br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>> <</if>> :: Maths Event3 Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcstrip>> <<set $timer to 10>> <<set $rescue to 1>> <<set $enemyhealthmax to 1>><<set $enemyhealth to $enemyhealthmax>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <span id="next"><<click [[Next|Maths Event3 Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $timer lte 0>> <span id="next"><<click [[Next|Maths Event3 Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Maths Event3 Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Maths Event3 Molestation]]>><</click>></span><<nexttext>> <</if>> :: Maths Event3 Molestation Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $alarm is 1>><<set $rescued to $rescued + 1>> You cry for help, causing River and the rest of the class turn to you. River fixes the <<person>> with a glare. "Assaulting another student? This is utterly unacceptable. You can sit alone," the <<person>> is moved to the other side of the room.<<lcool10>><<lcool>> <br><br> <<tearful>> you gather yourself.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|Maths Lesson]]>><</click>> <<elseif $enemyhealth lte 0>> The <<person>> yells in pain, causing River and the rest of the class to turn to you. River glares at you, and talks over your attempt at an explanation. "Assaulting another student? This is utterly unacceptable. You can sit alone." You got away from the <<personcomma>> at least.<<detention20>><<gdelinquency>> <br><br> <<tearful>> you gather yourself.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|Maths Lesson]]>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> groans in satisfaction, causing River to turn and look. "This behaviour is completely unacceptable. I'm separating you two." <<tearful>> you move seats. You got away from the <<personcomma>> at least.<<detention30>><<gdelinquency>> <<clothesontowel>> <<endcombat>> <<click [[Next|Maths Lesson]]>><</click>> <<elseif $timer lte 0>> River turns back to the class, and the <<person>> ceases their groping. <br><br> <<tearful>> you gather yourself.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|Maths Lesson]]>><</click>> <</if>> :: Maths Event4 [nobr] <<generatey1>><<generatey2>> <<if $rng gte 81>> As you wait in the corridor, a <<person1>><<person>> and <<person2>><<person>> walk up to you. They stand either side of you, preventing you from moving away.<br><br> <<click [[Next|Maths Event4 Molestation]]>><<set $molestationstart to 1>><</click>> <<else>> As you wait in the corridor, a <<person1>><<person>> and <<person2>><<person>> eye you up as they pass by. The <<person1>><<person>> grins at you. <<catcall>><<gtrauma>><<gstress>><<gtrauma10>><<gstress10>><br><br> A few minutes later River emerges from the class. "It seems I made a mistake. Come back in."<br><br> <<click [[Next|Maths Lesson]]>><<endevent>><</click>><br> <</if>> :: Maths Event4 Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcidlegenitals>> <<endif>> <<effects>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> No one comes to your aid, likely due to your reputation as a delinquent.<br><br> <</if>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Maths Event4 Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Maths Event4 Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Maths Event4 Molestation]]>><</click>></span><<nexttext>> <</if>> :: Maths Event4 Molestation Finish [nobr] <<if $enemyhealth lte 0>> You manage to fend off the pair.<br><br> <<clotheson>> <<endcombat>> <<if $uppertype isnot "naked" and $lowertype isnot "naked">> <<else>> You go to the toilets and find some towels to cover up with before anyone sees you.<<towelup>> <</if>> <<tearful>> you gather yourself.<br><br> A few minutes later River emerges from the class. "It seems I made a mistake. Come back in."<br><br> <<click [[Next|Maths Lesson]]>><</click>><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Thanks for getting us off, slut." Panting, they walk away.<br><br> <<clotheson>> <<endcombat>> <<if $uppertype isnot "naked" and $lowertype isnot "naked">> <<else>> You go to the toilets and find some towels to cover up with before anyone sees you.<<towelup>> <</if>> <<tearful>> you gather yourself. A few minutes later River emerges from the class. "It seems I made a mistake. Come back in."<br><br> <<click [[Next|Maths Lesson]]>><</click>><br> <</if>> :: Canteen Lunch [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $cool gte 160>> You sit down to eat. The other students at the table vie for your attention. <<lstress10>><<ltrauma10>><<lstress>><<ltrauma>> <<elseif $cool lt 40>> You sit down to eat. The other students quickly vacate the table, not wanting to be seen with you.<<gtrauma>><<gstress10>><<gtrauma10>> <<else>> You sit down to eat. No one pays you much attention. <</if>> <br><br> <<click [[Next|Canteen]]>><<endevent>><</click>><br> :: Canteen Students [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<generatey1>> <<if $devstate gte 1>> You approach the teenagers. A <<person1>><<person>> looks up at you suspiciously. "What do you want?"<br><br> <<click [[Flirt|Canteen Students Flirt]]>><</click>><<promiscuous1>><br> <<click [[Leave|Canteen]]>><<endevent>><</click>> <<else>> You approach the teenagers. They don't seem interested in speaking with you. "Get outta here, kid." Says a <<person1>><<personcomma>> with a dismissive gesture.<br><br><<endevent>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>><<set $canteenapproach to 1>> <<generatey1>>As you turn to leave, a <<person1>><<person>> puts <<his>> hand on your shoulder. "Wait a minute, maybe you're more mature than you look. How about you show us that little <<if $playergenderappearance is "m">>penor<<else>>cunny<</if>> of yours?" The others laugh as the <<person>> assaults you.<br><br> <<click [[Next|Canteen Students Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>><<set $canteenapproach to 1>> <<click [[Next|Canteen]]>><<endevent>><</click>><br> <</if>> <</if>> :: Widgets Events English [widget] <<widget "eventsenglish">><<nobr>> <<if $rng gte 91 and $goocount + $semencount gte 10>> <<doren>><<person1>> Doren stops beside your desk. "You smell... odd," <<he>> says. "Almost like..."<br><br> <<generates2>><<person2>>A <<person>> cuts <<person1>><<him>> off. "<<pShe>> smells like cum <<sirstop>>" Giggling erupts around the class.<br><br><<person1>> <<if $promiscuity gte 35>> <<click [[Own it|English Events Own]]>><</click>><<promiscuous3>><br> <</if>> <<click [[Stare down in shame|English Events Stare]]>><<gtrauma60>><<gstress60>><<lcool10>><<set $dorenlove += 1>><</click>><<gtrauma>><<gstress>><<lcool>><br> <<elseif $rng gte 81>> <<if $cool lt 40>> <<set $lowerintegrity -= 30>> <<if $lowerintegrity lte 0>> As you stand to hand your work in, your $lowerclothes <<if $lowerplural is 0>>tears<<else>>tear<</if>> clean off of your body! You look down in horror and see the remains attached to the chair, someone put glue on your seat. You cover yourself as soon as you can, but for a moment your <<undies>> were completely exposed. Doren rushes over with a towel, while your face flushes with humiliation.<<humiliation10>><br><br> <<else>> As you stand to hand your work in, your $lowerclothes tear. Someone put glue on your seat! Fortunately, your $lowerclothes survived, though certainly worse for wear.<br><br> <</if>> <<else>> <<set $lowerintegrity -= 10>> <<if $lowerintegrity lte 0>> As you stand to hand your work in, your $lowerclothes <<if $lowerplural is 0>>catches<<else>>catch<</if>> on the corner of your desk and <<if $lowerplural is 0>>tears<<else>>tear<</if>> clean off of your body! You look down in horror and see the remains hanging from the desk. You cover your exposed <<undies>> as soon as you can, but for a moment you were completely exposed. Doren rushes over with a towel, while your face flushes with humiliation.<<gtrauma>><<gstress>><br><br><<humiliation10>> <<else>> As you stand to hand your work in, your $lowerclothes <<if $lowerplural is 0>>catches<<else>>catch<</if>> on the corner of your desk and tear. Fortunately, your $lowerclothes survived, though a bit worse for wear.<br><br> <</if>> <</if>> <<integritycheck>> <<towelup>> <<click [[Next|English Lesson]]>><</click>><br> <<elseif $rng gte 61>> <<if $english gte 500>> <<doren>><<person1>>Doren approaches your desk. "I think you've sussed this material, so while the rest of the class works, I've got a message I need delivered to the caretaker's outbuilding." <<He>> hands you a note containing a list of theatre props. "Just slip it beneath the door."<br><br><<endevent>> <<if $outbuildingvisited is 1>> You arrive at the outbuilding where the dog attacked you. Were you to take your time and be careful, you could avoid another such encounter. You would miss some of the lesson though.<br><br> <<click [[Be careful|English Outbuilding]]>><<set $phase to 0>><<detention10>><</click>><<gdelinquency>><br> <<click [[Risk it|English Outbuilding]]>><<set $phase to 1>><</click>><br> <<else>><<set $outbuildingvisited to 1>> You head to the outbuilding behind the school and slip the note beneath the door as instructed. As you turn however, you find a dog baring its teeth and advancing on you.<br><br> <<if $bestialitydisable is "t">> You manage to flee back to the classroom, though not unscathed.<<beastescape>><br><br> <<integritycheck>><<towelup>> <<click [[Next|English Lesson]]>><</click>> <<else>> <<click [[Next|English Outbuilding Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> <</if>> <<else>> Doren takes a special interest in your progress, and doesn't give you a chance to relax.<<gstress>><<genglish>><<gstress10>><<englishskill>><br><br> <<click [[Next|English Lesson]]>><</click>> <</if>> <<elseif $rng gte 41>> <<if $delinquency gte 400>> <<doren>><<person1>>In a bid to keep the classroom ruckus down, Doren has the less controllable students separated, which includes you. <<He>><<endevent>> seats you next to a quiet <<generates1>><<person1>><<person>> who never causes any trouble.<br><br> After a few minutes the <<persons>> pen rolls on the floor. As <<he>> reaches down to pick it up, <<he>> rests a hand on your thigh and leans in close. "No one will believe you." <<His>> hand travels up your thigh. <<He>> sits back down, but continues to molest you.<br><br> <<click [[Call for help|English Event2]]>><<detention10>><</click>><<gdelinquency>><br> <<click [[Endure it|English Event2 Molest]]>><<gstress40>><<gtrauma40>><</click>><<gstress>><<gtrauma>><br> <<else>> Some delinquents take an interest in you, and sneak gropes and fondles while the teacher isn't looking.<<gtrauma>><<gstress>><<gtrauma20>><<gstress20>><br><br> <<click [[Next|English Lesson]]>><</click>> <</if>> <<elseif $rng gte 21>> Doren asks you to demonstrate your grammar on the whiteboard. As you walk to the front of the classroom, a foot protrudes into your path and trips you up. <<if $skirt is 1>> <<if $underclothes is "naked">> Your skirt flares up as you fall to your knees, revealing your bare butt to the whole class. You struggle to your feet, face turning red, as the class whistles and jeers.<<gstress30>><<gtrauma30>><<gstress>><<gtrauma>><br><br> <<else>> Your skirt flares up as you fall to your knees, revealing your $underclothes to the whole class. You struggle to your feet, face turning red, as the class whistles and jeers.<<gstress10>><<gtrauma10>><<gstress>><<gtrauma>><br><br> <</if>> <<else>> You fall foward onto your knees, and the class laughs as you struggle back to your feet.<<gstress10>><<gstress>><br><br> <</if>> <<click [[Next|English Lesson]]>><</click>> <<else>> <<generates1>><<person1>>A breeze blows through the classroom, rustling hair and lifting a <<person1>><<persons>> paper off <<his>> desk. It lands on the floor next to you. <<He>> walks over and bends to pick it up, almost sticking <<his>> butt in your face. <br><br> <<if $promiscuity gte 15>> <<click [[Pinch|English Events Pinch]]>><</click>><<promiscuous2>><br> <</if>> <<click [[Avert your eyes|English Lesson]]>><<endevent>><</click>><br> <</if>> <</nobr>><</widget>> <<widget "eventsenglishsafe">><<nobr>> <<if $rng gte 81>> <<doren>><<person1>>The students take turns reciting verses of a poem. Doren occasionally recites a verse personally, <<his>> resounding voice commanding the class' attention.<br><br> <<click [[Next|English Lesson]]>><<endevent>><</click>><br> <<elseif $rng gte 61>> Doren has the class split into small groups. <<if $cool gte 160>> People gravitate to you, wanting to be part of your group.<<lstress>><<ltrauma>><<lstress20>><<ltrauma20>> <<elseif $cool lt 40>> No one wants to group up with you, so you sit alone in the corner. Doren gives you extra attention as a result.<<gtrauma>><<gstress>><<genglish>><<gtrauma20>><<gstress20>><<englishskill>> <<else>> You join a group and work together on a small activity. <</if>> <br><br> <<click [[Next|English Lesson]]>><<endevent>><</click>><br> <<elseif $rng gte 41>> <<doren>><<person1>> Doren approaches your table and asks how you're getting on.<br><br> <<click [[Ask for help|English Event1]]>><<set $phase to 1>><<gstress20>><<englishskill>><</click>><<gstress>><<genglish>><br> <<click [[Say you're fine|English Event1]]>><<set $phase to 0>><</click>><br> <<elseif $rng gte 21>> Doren explains and demonstrates grammatical rules using the whiteboard.<br><br> <<click [[Next|English Lesson]]>><<endevent>><</click>><br> <<else>> <<doren>><<person1>> Doren hands out worksheets for the class to complete. <<He>> doesn't mind the class talking amongst themselves while they work, resulting in a lively atmosphere.<br><br> <<click [[Next|English Lesson]]>><<endevent>><</click>><br> <</if>> <</nobr>><</widget>> :: Widgets Events History [widget] <<widget "eventshistory">><<nobr>> <<if $rng gte 91 and $collared is 1>> <<winter>><<person1>> Winter stops beside your desk. "What is that around your neck?" <<he>> asks.<br><br> <<click [[Answer|History Lesson Collar]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <<click [[Conceal it|History Lesson Conceal]]>><<detention30>><</click>><<gdelinquency>><br> <<elseif $rng gte 76>> <<generates1>><<person1>>You catch a normally shy <<person>> checking you out from across the room.<br><br> <<click [[Tease|History Tease]]>><</click>><<exhibitionist1>><br> <<click [[Ignore|History Lesson]]>><<endevent>><</click>><br> <<elseif $rng gte 52>> Winter has the class practice sourcing information from the various bookselves around the edge of the room. As you move between the shelves, you feel a tug on your $lowerclothes and hear them tear. In the bustle of the classroom, someone must have closed a cupboard on <<if $lowerplural is 1>>them<<else>>it<</if>> without you noticing. <<set $lowerintegrity -= 10>> <<integritycheck>> <<exposure>> <<if $lowertype isnot "naked">> <<gstress>><<gstress20>><br><br> <<else>> <br><br>However, things are worse than you first assumed. You look down to find your <<undies>> completely exposed, much to the amusement of your classmates. You hasten to find a towel to cover yourself with, before your humiliation becomes too much to bear.<<gtrauma20>><<gtrauma>><<gstress20>><<gstress>><br><br><<towelup>> <</if>> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> <<elseif $rng gte 27>> <<winter>><<person1>>Winter asks you to come to the front of the class. "I have some historical garments I need modelled, they're in your size." <<He>> gestures to the screen at the corner of the room.<br><br> <<if $delinquency gte 400>> Behind the screen you find a revealing traditional outfit. You hold it up for a closer look. It won't leave much to the imagination; there's barely enough fabric to conceal your <<breasts>> and crotch. It looks like it'll barely fit you, and the fabric is so taut you'll need to undress before putting it on.<br><br> <<click [[Put it on|History Events Revealing Dress]]>><<gstress60>><<gtrauma60>><</click>><<gstress>><<gtrauma>><br> <<click [[Refuse to wear it|History Events Refusal]]>><<detention20>><</click>><<gdelinquency>><br> <<elseif $delinquency gte 200>> <<if $playergenderappearance is "m">> Behind the screen you find a traditional girl's outfit. <<if $playergender is "f">> The class thinks you're a boy, so if you wear this in front of them, they'll think you're crossdressing. <</if>> It looks like it'll barely fit you, and the fabric is taut so you'll need to undress before putting it on.<br><br> <<click [[Put it on|History Events Dress]]>><<gstress20>><<gtrauma20>><</click>><<gstress>><<gtrauma>><br> <<click [[Refuse to wear it|History Events Refusal]]>><<detention10>><</click>><<gdelinquency>><br> <<elseif $playergenderappearance is "f">> Behind the screen you find a traditional boy's outfit. <<if $playergender is "m">> The class thinks you're a girl, so if you wear this in front of them, they'll think you're crossdressing. <</if>> It looks like it'll barely fit you, and the fabric is taut so you'll need to undress before putting it on.<br><br> <<click [[Put it on|History Events Dress]]>><<gstress20>><<gtrauma20>><</click>><<gstress>><<gtrauma>><br> <<click [[Refuse to wear it|History Events Refusal]]>><<detention10>><</click>><<gdelinquency>><br> <</if>> <<else>> Behind the screen you find a traditional outfit. It's baggy, and you fit it easily over your other clothing. It's an interesting segment, and you feel like you learned something. Winter has you remove the outfit before you get too warm.<<ghistory>><br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> <</if>> <<elseif $rng gte 4>> <<generates1>><<person1>>Winter leaves a <<person>> to hand out textbooks while leaving the class on an errand. When the <<person>> gets to you <<he>> pauses, <<his>> face curling in a smirk.<br><br> Rather than placing your book on your desk, <<he>> drops it on the floor beside you. "Oops, how clumsy of me. You'd better pick it up before the teacher gets back." The rest of the class turns to watch.<br><br> <<click [[Pick it up|History Events Pick]]>><<gtrauma20>><<gstress20>><<lcool10>><</click>><<gtrauma>><<gstress>><<lcool>><br> <<click [[Leave it|History Events Leave]]>><<gstress20>><<detention20>><</click>><<gdelinquency>><<gstress>><br> <<else>> <<winter>><<person1>>Winter gives the class a thin smile as <<he>> unveils the pillory in the corner of the room. "We're fortunate to have such a rare antique! I'll need somebody to help me demonstrate its use." <<He>> looks around the room. "Any volunteers?" <br><br> <<if $history gte 800>> No one volunteers, of course. Winter looks at you. "To the front of the class, please." <br><br> <<click [[Refuse|History Lesson]]>><<detention10>><<endevent>><</click>><<gdelinquency>><br> <<click [[Go to the front of the class|History Lesson Pillory]]>><<historyskill>><<gstress20>><</click>><<ghistory>><<gstress>><br> <<elseif $history gte 600>> No one volunteers, of course. Winter looks at you. "To the front of the class, please." <br><br> <<click [[Refuse|History Lesson]]>><<endevent>><<detention10>><</click>><<gdelinquency>><br> <<click [[Go to the front of the class|History Lesson Pillory]]>><<historyskill>><<gstress20>><</click>><<ghistory>><<gstress>><br> <<else>> <<click [[Keep your head down|History Lesson]]>><<endevent>><</click>><br> <<click [[Volunteer|History Lesson Pillory]]>><<historyskill>><<gstress20>><</click>><<ghistory>><<gstress>><br> <</if>> <</if>> <</nobr>><</widget>> <<widget "eventshistorysafe">><<nobr>> <<if $rng gte 81>> <<winter>><<person1>>Winter has the class read in silence, and glares whenever <<he>> hears furtive whispering.<br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> <<elseif $rng gte 61>> Winter asks the class a question. <<if $history gte 400>> You think you know the answer.<br><br> <<click [[Raise your hand|History Lesson Answer]]>><<gstress20>><<historyskill>><</click>><<ghistory>><<gstress>><br> <<click [[Remain silent|History Lesson]]>><<endevent>><</click>><br> <<else>> You don't know the answer.<br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> <</if>> <<elseif $rng gte 41>> Winter lectures to the class in <<his>> droning voice. <<if $tiredness lt 2000>> It's a job to stay awake.<br><br> <<click [[Next|History Lesson]]>><<endevent>><<historyskill>><</click>><<ghistory>><br> <<else>> You do your best to stay awake, but you're so tired. You awaken several minutes later, fortunately Winter seems not to have noticed.<br><br> <<click [[Next|History Lesson]]>><<endevent>><<set $tiredness -= 200>><</click>><<ltiredness>><br> <</if>> <<elseif $rng gte 21>> Winter has the class practice sourcing information from the various bookselves around the edge of the room. <br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> <<else>> Winter goes off on a tangent about the history of the local transportation system. You don't know if you've ever listened to anything so boring.<br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> <</if>> <</nobr>><</widget>> :: Widgets Events Swimming [widget] <<widget "eventsswimming">><<nobr>> <<if $rng gte 91 and $leftarm is "bound" and $rightarm is "bound">> <<mason>><<person1>> Mason motions for you to come closer. You kick your way to the side of the pool. "Why aren't you using your arms?" <<He>> notices your bindings. "Oh! Can you even get those off on your own? I think I have some scissors."<br><br> <<click [[Be freed|Events Swimming Freed]]>><<unbind>><</click>><br> <<click [[Refuse|Events Swimming Freed Refuse]]>><</click>><br> <<elseif $rng gte 81>> <<generates1>><<generates2>>A fight breaks out on the other side of the pool. As Mason swims over to break it up, a <<person1>><<person>> and <<person2>><<person>> swim up to you, and trap you between them. The <<person>> starts fondling your butt from behind while the <<person1>><<person>> speaks. "You look lonely, <<bitchstop>> Don't worry, we're here to keep you company." <br><br> <<click [[Shove them away|Swimming Lesson Shove]]>><</click>><br> <<if $cool lt 80>> <<click [[Endure it|Events Swimming Molestation]]>><<set $molestationstart to 1>><</click>><<gtrauma>><<gstress>><<garousal>><br> <<else>> <<click [[Endure it|Events Swimming Endure]]>><<gtrauma20>><<gstress20>><<garousal20>><</click>><<gtrauma>><<gstress>><<garousal>><br> <</if>> <<elseif $rng gte 61>> <<if $exposed gte 1>> <<mason>><<person1>>Mason points at you. "Climb out, I want to see your diving technique." Face flushing, you remind <<him>> that you're naked beneath the water. <<He>> looks away, embarrassed. "You still need to dive," <<he>> says. "I'll try to distract the other students."<br><br> <<He>> stands beside the pool opposite the diving platform. "Everyone, it's time for a demonstration." You wait until everyone is facing away from you, then <<nervously>> climb out. <<set $rng to random(1, 100)>> <<if $rng gte 81>> <<generates2>><<person2>>As you approach the diving platform however, a <<person>> turns. You cover your body as <<he>> shouts to <<his>> friends, attracting more attention. Mason tries to control the situation, but its no use. The whole class is soon staring at you. <<gtrauma>><<gtrauma20>><<gstress>><<gstress20>><br><br> <<if $exhibitionism gte 75>> <<click [[Flaunt|Events Swimming Flaunt]]>><</click>><<exhibitionist5>><br> <</if>> <<click [[Dive anyway|Events Swimming Lewd Dive]]>><<gtrauma20>><<gstress20>><</click>><<gtrauma>><<gstress>><br> <<click [[Run Away|Event Swimming Run]]>><<detention10>><</click>><<gdelinquency>><br> <<else>> You glance at the rest of the class, and see their backs still turned. You dive <<swimmingtext>> into the water. <<gswimming>><<swimmingskilluse>><<gstress>><<gstress20>> <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>> <</if>> <<else>> <<if $school gte 1600>> <<set $rng to random(1, 100)>> <<if $rng gte 81>> <<mason>><<person1>>Mason points at you. "Climb out, I want to see your diving technique." You climb out into the chilly air, and walk to the edge of the diving platform. You dive <<swimmingtext>> into the water. <br><br> You come back up to the surface. Mason gives you a thumbs up, then directs <<his>> attention elsewhere. You feel like something is amiss, and then you realise, your <<bottoms>> <<lowerplural>> gone!<<endevent>> <br><br> <<generates1>><<person1>><<lowernaked>> You look around and see your clothes floating in the water. You swim towards them, but a <<person>> beats you to it. <<He>> holds them out of your reach and smiles at you. "Stripping in public? Who'd have known a nerd like you would be so perverted." <<He>> examines your exposed body, then checks if Mason is still distracted. "I wanna have some fun with you. You better do what I want or you'll be spending the rest of the lesson naked." <br><br> <<click [[Accept|Events Swimming Molestation Single]]>><<set $molestationstart to 1>><</click>><br> <<click [[Refuse|Events Swimming Refuse]]>><</click>><br> <<else>> <<mason>><<person1>>Mason points at you. "Climb out, I want to see your diving technique." You climb out into the chilly air, and walk to the edge of the diving platform. You dive <<swimmingtext>> into the water. <br><br> You come back up to the surface. Mason gives you a thumbs up, then directs <<his>> attention elsewhere. You feel like something is amiss, and then you realise, your <<bottoms>> <<lowerplural>> gone! Seeing your clothes floating several feet away, you quickly swim over and cover up. You glance around the pool, you don't think anybody noticed.<<gstress>><<gstress20>><<gswimming>><<swimmingskilluse>> <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>> <</if>> <<else>> <<mason>><<person1>>Mason points at you. "Climb out, I want to see your diving technique." You climb out into the chilly air, and walk to the edge of the diving platform. You dive <<swimmingtext>> into the water. <br><br> You come back up to the surface. Mason gives you a thumbs up, then directs <<his>> attention elsewhere. You feel like something is amiss, and then you realise, your <<bottoms>> <<lowerplural>> gone! Seeing your clothes floating several feet away, you quickly swim over and cover up. You glance around the pool, you don't think anybody noticed.<<gstress>><<gstress20>><<gswimming>><<swimmingskilluse>> <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>> <</if>> <</if>> <<elseif $rng gte 41>> <<generates1>><<person1>>A <<person>> seems to be following you around the pool. Whenever you look at <<him>> however, <<he>> averts <<his>> gaze.<br><br> <<click [[Confront|Events Swimming Stalk Confront]]>><<detention10>><</click>><<gdelinquency>><br> <<click [[Ignore|Events Swimming Stalk Ignore]]>><</click>><br> <<elseif $rng gte 21>> <<generates1>><<generates2>><<generates3>>A <<person1>><<personcomma>> <<person2>><<personcomma>> and <<person3>><<person>> start picking on you, following and touching you beneath the water. You could try to swim away from them, but it might make things worse if you fail.<br><br> <<click [[Swim Away|Events Swimming Swim Away]]>><</click>><br> <<click [[Endure It|Evens Swimming Endure]]>><<gstress20>><<gtrauma20>><<garousal20>><</click>><<gtrauma>><<gstress>><<garousal>><br> <<else>> <<if $lowertype is "naked">> <<set $pain += 20>> You feel a sharp pain in your butt. You floated too close to a skimmer and were pinched by the flap. You manage to not cry out and attract more attention to yourself.<<gstress>><<gstress20>> <br><br> <<click [[Next|Swimming Lesson]]>><</click>> <<else>> <<set $lowerintegrity -= 4>> <<exposure>> Something tugs at your $lowerclothes. You floated too close to a skimmer and your clothes are caught in its flap. <<integritycheck>> <<exposure>> <<if $lowertype is "naked">> You move away, but as you do so your clothing is cruelly ripped free from your body, disappearing through the skimmer in an instant, leaving you <<if $uppertype is "naked">>completely bare.<<else>>bare from the waist down.<</if>> <<else>> You move away, and your $lowerclothes <<lowerplural>> torn free of the skimmer, intact but worse for wear. <</if>> <br><br> <<click [[Next|Swimming Lesson]]>><</click>> <</if>> <</if>> <</nobr>><</widget>> <<widget "eventsswimmingsafe">><<nobr>> <<if $rng gte 81>> <<mason>><<person1>>Mason has the class practise the front crawl. <<He>> patrols the outskirt of the pool, giving pointers to those who seem to be struggling. <br><br> <<if $swimmingskill lte 100>> You're not very good at swimming, and struggle to even stay above the surface of the water. <<elseif $swimmingskill lte 300>> You're not a very fast swimmer, and need to take frequent breaks due to the strain on your muscles. <<elseif $swimmingskill lte 500>> You're not a bad swimmer, but you've a long way to go. <<elseif $swimmingskill lte 900>> You're a pretty good swimmer, among the best in the class. <<else>> You're a very good swimmer, easily the best in the class. <</if>> <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> <<elseif $rng gte 61>> <<mason>><<person1>>Mason has the class practise the breaststroke. <<He>> patrols the outskirt of the pool, giving pointers to those who seem to be struggling. <br><br> <<if $swimmingskill lte 100>> You're not very good at swimming, and struggle to even stay above the surface of the water. <<elseif $swimmingskill lte 300>> You're not a very fast swimmer, and need to take frequent breaks due to the strain on your muscles. <<elseif $swimmingskill lte 500>> You're not a bad swimmer, but you've a long way to go. <<elseif $swimmingskill lte 900>> You're a pretty good swimmer, among the best in the class. <<else>> You're a very good swimmer, easily the best in the class. <</if>> <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> <<elseif $rng gte 41>> <<mason>><<person1>>Mason has the class practise the backstroke. <<He>> patrols the outskirt of the pool, giving pointers to those who seem to be struggling. <br><br> <<if $swimmingskill lte 100>> You're not very good at swimming, and struggle to even stay above the surface of the water. <<elseif $swimmingskill lte 300>> You're not a very fast swimmer, and need to take frequent breaks due to the strain on your muscles. <<elseif $swimmingskill lte 500>> You're not a bad swimmer, but you've a long way to go. <<elseif $swimmingskill lte 900>> You're a pretty good swimmer, among the best in the class. <<else>> You're a very good swimmer, easily the best in the class. <</if>> <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> <<elseif $rng gte 21>> <<mason>><<person1>>Mason has the class practise the butterfly stroke. <<He>> patrols the outskirt of the pool, giving pointers to those who seem to be struggling. <br><br> <<if $swimmingskill lte 100>> You're not very good at swimming, and struggle to even stay above the surface of the water. <<elseif $swimmingskill lte 300>> You're not a very fast swimmer, and need to take frequent breaks due to the strain on your muscles. <<elseif $swimmingskill lte 500>> You're not a bad swimmer, but you've a long way to go. <<elseif $swimmingskill lte 900>> You're a pretty good swimmer, among the best in the class. <<else>> You're a very good swimmer, easily the best in the class. <</if>> <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> <<else>> Mason has the class practise diving. <<He>> watches from the outskirt of the pool, giving pointers to those who seem to be struggling. <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> <</if>> <</nobr>><</widget>> :: English Event1 [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 1>> <<He>> sits with you for a few minutes, and helps you fill in some holes in your understanding. You feel like you understand the material better.<br><br> <<click [[Next|English Lesson]]>><<endevent>><</click>><br> <<elseif $phase is 0>> <<He>> nods and moves on.<br><br> <<click [[Next|English Lesson]]>><<endevent>><</click>><br> <</if>> :: Library Study [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 1>><<scienceskill>> You settle down at a desk with a science textbook and read through the material. <<elseif $phase is 2>><<mathsskill>> You settle down at a desk with a maths textbook and read through the material. <<elseif $phase is 3>><<englishskill>> You settle down at a desk with an english textbook and read through the material. <<elseif $phase is 4>><<historyskill>> You settle down at a desk with a history textbook and read through the material. <</if>><br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $schoolday is 1 and $schoolstate isnot "early" and $schoolstate isnot "late">> <<if $rng gte 51>> <<generatey1>><<generatey2>>While you are minding your own business, a <<person1>><<person>> and <<person2>><<person>> start harassing you.<br><br> <<click [[Ignore them|School Library Harass]]>><<set $phase to 0>><<gtrauma20>><<gstress20>><</click>><<gtrauma>><<gstress>><br> <<click [[Ask the librarian for help|School Library Harass]]>><<set $phase to 1>><<lcool10>><</click>><<lcool>><br> <<else>> <<set $lowerintegrity -= 10>> <<if $lowerintegrity lte 0>> As you rise from the chair, you hear a tear. Your $lowerclothes <<lowerplural>> caught on the desk. You try to free them, but <<loweritis>> torn clean off your body, exposing your <<undiesstop>> <<lowerruined>><<trauma 3>><br><br> <<elseif $lowerintegrity gte 0>> As you rise from the seat, you hear a tear. Your $lowerclothes <<lowerplural>> caught on the desk. <br><br> <</if>> <<click [[Next|School Library]]>><</click>><br> <</if>> <<else>> <<click [[Next|School Library]]>><</click>><br> <</if>> :: School Library Harass [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 0>> <<if $rng gte 81>> The <<person1>><<person>> looks at the <<person2>><<person>> and smiles. "<<pShe>> thinks <<pshe>> can ignore us." <<person1>><<He>> gags you with <<his>> hand.<br><br> <<click [[Next|School Library Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> You ignore their pestering until they tire and leave you alone.<br><br> <<click [[Next|School Library]]>><<endevent>><</click>> <</if>> <<elseif $phase is 1>> <<generate3>><<person3>>You shout for help. Several people arrive to investigate, including the librarian. <<He>> glares at the pair. "You two again. Out." <br> <<person2>>The <<person>> looks indignant. "We're just play-" <br> The librarian interrupts. "I said OUT." The pair comply, leaving you in peace.<br><br> <<person3>>The librarian asks if you're okay, and you nod. Assured that you're fine, <<he>> returns to <<his>> duties.<br><br> <<click [[Next|School Library]]>><<endevent>><</click>> <</if>> :: School Library Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcidlegenitals>><<set $mouthuse to "lefthand">><<set $lefthand to "mouth">> <<if $delinquency lt 400>><<set $rescue to 1>><</if>> <<set $timer to 20>> <<endif>> <<effects>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> No one comes to your aid, likely due to your reputation as a delinquent.<br><br> <</if>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|School Library Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Library Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|School Library Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $timer lte 0>> <span id="next"><<click [[Next|School Library Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Library Molestation]]>><</click>></span><<nexttext>> <</if>> :: School Library Molestation Finish [nobr] <<if $enemyhealth lte 0>> They recoil in pain, a glint of fear in their eyes. "Fucking psycho!" They leave you in peace. <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|School Library]]>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<person1>>The <<person>> looks at the <<person2>><<personstop>> "I came first, pay up!"<br><br> The <<person>> shakes <<his>> head. "No way, I started shuddering before you."<br><br> They leave you slumped over the desk. They're still arguing as their voices fade. <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|School Library]]>><</click>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued to $rescued + 1>> <<endevent>> The librarian, startled by your cries, arrives to investigate.<br><br> The pair cease their assault and flee between the bookshelves, as the librarian rushes over to you. <<clotheson>> <<endcombat>> <<exposure>> <<generate1>><<person1>> <<if $exposed gte 1>> <<He>> gives you some towels to cover up with.<<towelup>> <</if>> "Are you ok?" <<He>> asks. <<if $stress gte 10000>> Your consciousness is already slipping away, however. <br><br> <<ambulance>> <<elseif $pain gte 100>> You try to speak, but instead burst into tears. You feel the librarian's arms around you as you pass out. <br><br> <<ambulance>> <<elseif $pain gte 20>> <<tearful>> you nod and smile at the librarian through your tears. Once assured that you're unhurt, <<he>> returns to <<his>> duties. <br><br> <<click [[Next|School Library]]>><</click>> <<else>> <<tearful>> you nod and smile at the blushing librarian. Once assured that you're unhurt, <<he>> returns to <<his>> duties. <br><br> <<click [[Next|School Library]]>><</click>> <</if>> <<elseif $timer lte 0>> Seeming to grow bored, the pair leave you alone. <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|School Library]]>><</click>> <</if>> :: Canteen Students Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcidlegenitals>><<npcstrip>> <<if $delinquency lt 400>><<set $rescue to 1>><</if>> <<set $timer to 20>> <<endif>> <<effects>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> No one comes to your aid, likely due to your reputation as a delinquent.<br><br> <</if>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Canteen Students Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Canteen Students Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Canteen Students Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $timer lte 0>> <span id="next"><<click [[Next|Canteen Students Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Canteen Students Molestation]]>><</click>></span><<nexttext>> <</if>> :: Canteen Students Molestation Finish [nobr] <<if $enemyhealth lte 0>> <<He>> recoils in pain, a glint of fear in <<his>> eyes. "I think you've had enough," <<he>> says, acting confident, but betrayed by the quiver in <<his>> voice. <<tearful>> you smirk and walk away.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Canteen]]>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<His>> companions start laughing. "I think you enjoyed playing with that little <<girl>> a bit TOO much," one says. The <<person>> blushes furiously, while stammering an explanation to <<his>> friends. <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Canteen]]>><</click>> <<elseif $alarm is 1 and $rescue is 1>> The <<person>> is interrupted by <<his>> friends. "Come on, we don't want to get in trouble." <<He>> hesitates, then relents in <<his>> assault. <<He>> shoves you away. <<tearful>> you pick yourself off the ground.<br><br> <<clotheson>> <<endcombat>> <br><br> <<click [[Next|Canteen]]>><</click>> <<elseif $timer lte 0>> Seeming to grow bored, the <<person>> shoves you away. <<tearful>> you pick yourself off the ground.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Canteen]]>><</click>> <</if>> :: Canteen Students Flirt [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You lean seductively against the table and address the <<personstop>> "You look tense, anything I can do to help?"<<promiscuity1>><br><br> <<if $cool gte 160>> <<He>> checks you out, and blushes. "Would you... like to go somewhere private?" <<He>> clearly has lewd intentions.<br><br> <<if $promiscuity gte 15>> <<click [[Accept|Canteen Student Encounter]]>><<set $sexstart to 1>><</click>><<promiscuous2>><br> <</if>> <<click [[Refuse|Canteen]]>><<endevent>><</click>> <<elseif $cool lt 40>><<set $canteenapproach to 1>> The group burst into laughter, except the <<personcomma>> who looks mortified. "Fuck off. And don't speak to me again."<br><br> <<click [[Next|Canteen]]>><<endevent>><</click>><br><br> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<He>> checks you out, and blushes. "Would you... like to go somewhere private?" <<He>> clearly has lewd intentions.<br><br> <<if $promiscuity gte 15>> <<click [[Accept|Canteen Student Encounter]]>><<set $sexstart to 1>><</click>><<promiscuous2>><br> <</if>> <<click [[Refuse|Canteen]]>><<endevent>><</click>> <<else>><<set $canteenapproach to 1>> <<He>> blushes and looks away from you. <<His>> friends start laughing at <<his>> sudden reticence.<br><br> <<click [[Next|Canteen]]>><<endevent>><</click>> <</if>> <</if>> :: Canteen Student Encounter [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 100>> You and the <<person>> find a storeroom for some privacy.<<set $canteenapproach to 1>> <<promiscuity2>><br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Canteen Student Encounter Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Canteen Student Encounter Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Canteen Student Encounter Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Canteen Student Encounter]]>><</click>></span><<nexttext>> <</if>> :: Canteen Student Encounter Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "That was great," <<he>> says, panting. "See you around." <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<person>> staggers from the storeroom, looking confused and dejected. <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> The <<person>> looks dejected as <<he>> fixes <<his>> clothing and leaves the storeroom.<br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|Canteen]]>><</click>> :: School Boy's Toilets [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<set $bus to "boys">> You are in the boy's toilets. <<if $storelocation is "schoolboys">> Your clothes are stored beneath the sinks. <</if>> <br><br> <<if $stress gte 10000>> <<click [[Everything fades to black...|School Passout]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip isnot 1>> <<eventsschooltoilets>> <<else>> <<set $storelocationinit to "schoolboys">><<stripstoreactions>> <<click [[Masturbate|School Boy's Toilets Masturbation]]>><<set $masturbationstart to 1>><</click>><br> <<if $storelocation isnot "schoolboys">> <<click [[Leave|Hallways]]>><</click>> <<elseif $exposed gte 2 and $exhibitionism gte 55>> <<click [[Sneak Out|Hallways Sneak]]>><<set $phase to 2>><</click>><<exhibitionist4>> <<elseif $exposed is 1 and $exhibitionism gte 35>> <<click [[Sneak Out|Hallways Sneak]]>><<set $phase to 1>><</click>><<exhibitionist3>> <<elseif $exposed lte 0>> <<click [[Leave|Hallways]]>><</click>> <</if>> <</if>> <</if>> <<set $eventskip to 0>> :: School Girl's Toilets [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>><<set $bus to "girls">> You are in the girl's toilets. <<if $storelocation is "schoolgirls">> Your clothes are stored beneath the sinks. <</if>> <br><br> <<if $stress gte 10000>> <<click [[Everything fades to black...|School Passout]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip isnot 1>> <<eventsschooltoilets>> <<else>> <<set $storelocationinit to "schoolgirls">><<stripstoreactions>> <<click [[Masturbate|School Girl's Toilets Masturbation]]>><<set $masturbationstart to 1>><</click>><br> <<if $storelocation isnot "schoolgirls">> <<click [[Leave|Hallways]]>><</click>> <<elseif $exposed gte 2 and $exhibitionism gte 55>> <<click [[Sneak Out|Hallways Sneak]]>><<set $phase to 2>><</click>><<exhibitionist4>> <<elseif $exposed is 1 and $exhibitionism gte 35>> <<click [[Sneak Out|Hallways Sneak]]>><<set $phase to 1>><</click>><<exhibitionist3>> <<elseif $exposed lte 0>> <<click [[Leave|Hallways]]>><</click>> <</if>> <</if>> <</if>> <<set $eventskip to 0>> :: Canteen Tray [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You reach above the counter and take a tray. Holding it in front of you, you take a deep breath, and stand. You walk around the edge of the room, trying to act as if nothing is amiss. Fortunately, no one pays you any attention, and you arrive at the door.<br><br> <<if $rng gte 51>> You go through, and dart for safety beneath the nearby staircase.<<gstress>><<gstress20>><br><br> <<click [[Next|Hallways]]>><</click>> <<else>> As you reach for the handle however, the doors suddenly open, knocking you onto your back and sending your protective tray sprawling away from you. Worse, the sound of the collision got the attention of the rest of the room.<br><br> For a moment, the room goes silent, as everyone notices the underdressed <<girl>> on the floor, <<lewdness>> on display. Your daze is cruelly lifted when the room erupts into a jeering cheer. On the verge of panic, you flee from the room, chased by the jeers and whistles. <<gtrauma>><<gstress>><<lcool>><<gtrauma60>><<gstress60>><<lcool10>><br><br> <<click [[Next|Hallways]]>><</click>> <</if>> :: Canteen Wait [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You wait, huddled beneath the counter as the students eat their lunches, so close yet unaware of your presence. The bell rings and your hear the room clearing. When it seems safe, you tentatively leave the safety of your hiding place. You peek through the door to make sure the hall is empty before exiting the canteen.<br><br> <br><br> <<click [[Next|Hallways]]>><</click>><br> <<pass5>> <<schooleffects>> <<if $schoolstate is "lunch">> <<pass5>> <<schooleffects>> <</if>> <<if $schoolstate is "lunch">> <<pass5>> <<schooleffects>> <</if>> <<if $schoolstate is "lunch">> <<pass5>> <<schooleffects>> <</if>> <<if $schoolstate is "lunch">> <<pass5>> <<schooleffects>> <</if>> <<if $schoolstate is "lunch">> <<pass5>> <<schooleffects>> <</if>> <<if $schoolstate is "lunch">> <<pass5>> <<schooleffects>> <</if>> <<if $schoolstate is "lunch">> <<pass5>> <<schooleffects>> <</if>> <<if $schoolstate is "lunch">> <<pass5>> <<schooleffects>> <</if>> <<if $schoolstate is "lunch">> <<pass5>> <<schooleffects>> <</if>> <<if $schoolstate is "lunch">> <<pass5>> <<schooleffects>> <</if>> <<if $schoolstate is "lunch">> <<pass5>> <<schooleffects>> <</if>> <<if $schoolstate is "lunch">> <<pass5>> <<schooleffects>> <</if>> :: English Outbuilding [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 0>> You slowly creep up to the outbuilding, and manage to deliver the note and get away without incident. It takes a few minutes however, and when you arrive back at class Doren chides you for lollygagging.<br><br> <<click [[Next|English Lesson]]>><<endevent>><</click>> <<elseif $phase is 1>> <<if $rng gte 51>> You briskly walk up to the outbuilding, and manage to deliver the note and get away without incident.<br><br> <<click [[Next|English Lesson]]>><<endevent>><</click>> <<else>> You briskly walk up to the outbuilding and deliver the note, but turn to find the dog advancing on you.<br><br> <<if $bestialitydisable is "t">> You manage to flee back to the classroom, though not unscathed.<<beastescape>><br><br> <<integritycheck>><<towelup>> <<click [[Next|English Lesson]]>><</click>> <<else>> <<click [[Next|English Outbuilding Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> <</if>> <</if>> :: English Outbuilding Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">><<set $beasttype to "dog">> <<set $rescue to 1>> <<beast1init>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|English Outbuilding Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|English Outbuilding Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|English Outbuilding Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|English Outbuilding Molestation]]>><</click>></span><<nexttext>> <</if>> :: English Outbuilding Molestation Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $rescue is 1 and $alarm is 1>> <<if $beaststance is "top">> <<set $rescued += 1>> <<clothesontowel>> <<endcombat>> <<generate1>><<person1>>A caretaker emerges from the outbuilding to see what the fuss is about. <<He>> stops in <<his>> tracks when <<he>> sees the dog humping you, mouth agape. <<He>> breaks free from <<his>> stupor and drags the beast off the top of you. <<He>> seems almost as embarrassed as you are, and says nothing as <<he>> locks the dog in its kennel and returns to the outbuilding. <<tearful>> you to return to the classroom.<<famebestiality10>><br><br> <<click [[Next|English Lesson]]>><<endevent>><</click>><br> <<else>> <<set $rescued += 1>> <<clothesontowel>> <<endcombat>> <<generate1>><<person1>>A caretaker emerges from the outbuilding to see what the fuss is about. "Bad dog! Bad!" The beast backs off, ears and tail drooping. "I'm so sorry, he's just a bit too friendly," <<he>> says as <<he>> returns the dog to its kennel. "No harm done though, right?" <<He>> heads back to the outbuilding. <<tearful>> you to return to the classroom.<br><br> <<click [[Next|English Lesson]]>><<endevent>><</click>><br> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The beast grunts in satisfaction, and leaves you lying on the grass. <<tearful>> you dust yourself off and head back to the classroom.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|English Lesson]]>><</click>><br> <<elseif $enemyhealth lte 0>> The beast yelps and flees, its tail between its legs. <<tearful>> you dust yourself off and head back to the classroom.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|English Lesson]]>><</click>><br> <</if>> :: English Event2 [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You shout out to Doren for help, and try to explain that you're being harassed. The <<person>> looks shocked, <<his>> eyes widen and <<his>> lip trembles, as if on the verge of tears. <<endevent>><<doren>><<person1>>Doren puts <<his>> hands on <<his>> hips and gives you a level stare. "You're not gonna fool me that easily, <<if $playergenderappearance is "m">>lad.<<else>>lass.<</if>> You should sit over here, away from the innocent."<br><br> Doren makes you sit alone on the other side of the room. You got away at least. <br><br> <<click [[Next|English Lesson]]>><<endevent>><</click>> :: English Event2 Molest [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<He>> runs <<his>> hand further up your thigh, with no regard for how you feel about it. <<if $undertype is "chastity">> <<He>> stops when <<he>> feels the metal of your chastity belt. "What's this? I heard slaves are sometimes forced to wear these things, are you someone's property?" <<He>> smirks. "I'd best be careful, I don't want to offend anyone." <<He>> doesn't bother you for the rest of the lesson. <<elseif $undertype is "naked">><<fameexhibitionism1>> <<He>> suddenly recoils, blushing. "You aren't wearing any underwear?! You really are a pervert." <<He>> doesn't bother you for the rest of the lesson. <<else>> <<He>> traces the outline of your $underclothes with a finger, from your waist to your groin. <<He>> moves slowly, clearly enjoying the moment. <<He>> takes things no further though, withdrawing <<his>> hand and acting like nothing happened. <</if>><<garousal>><<garousal20>> <br><br> <<click [[Next|English Lesson]]>><<endevent>><</click>> :: English Events Pinch [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> The <<person1>><<person>> yelps in shock. Doren looks up, and looks at <<himstop>> The <<person>> is too embarrassed to complain however, instead looking at <<his>> feet and mumbling an apology before sitting back at <<his>> desk.<<promiscuity2>> <br><br> <<endevent>> <<click [[Next|English Lesson]]>><</click>><br> :: History Classroom Study [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You take a seat and read a history textbook.<br><br> <<winter>><<person1>>The classroom soon fills and Winter arrives to begin the lesson.<br><br> <<if $uppertype is "school" and $lowertype is "school">> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> <<else>> Winter looks at your clothing. "You can't have believed I wouldn't notice. Go see the head."<br><br> <<click [[Next|Hallways]]>><<endevent>><</click>><br><br> <</if>> <<pass5>><<gstress5>><<historyskill>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> <<if $studyfinish isnot 1>> <<pass5>><<gstress5>> <<schooleffects>> <<if $schoolstate is "fourth">> <<set $studyfinish to 1>> <<else>> <<set $studyfinish to 0>> <</if>> <</if>> :: History Tease [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You stretch languidly, lifting your $upperclothes and exposing your midriff. It's a bit much for the <<person>> and they look away, blushing.<<exhibitionism1>><br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> :: History Events Dress [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You <<nervously>> walk out from behind the screen. You are greeted by laughter as the class sees what you're wearing, though they are quickly silenced by a stern look from Winter. You're too embarrassed by the way your classmates look at you to learn anything, but the segment is over soon enough.<br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> :: History Events Refusal [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> This is ridiculous, there's no way you're wearing that. Winter glares at you as you take your seat.<br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> :: History Events Revealing Dress [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You <<nervously>> walk out from behind the screen. The class falls silent as they see how little you're wearing. Winter smiles in satisfaction. You model the outfit as <<he>> describes the ceremonies it was used in, which all seem to have had a risqué element. You're too embarrassed by the way your classmates look at you to learn anything, but the segment is over soon enough.<br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> :: History Events Pick [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $cool lt 39>> You lean down to pick up the book. As you do, the <<person>> grabs the back of your head and pushes your face against <<his>> crotch. You try to push <<him>> away, but <<he>> holds you firm, <<if $pronoun is "m">> and undoes <<his>> fly.<<else>> and lifts up <<his>> skirt. <<Hes>> not wearing underwear. <</if>> "Someone go distract the teacher," <<he>> says. Much of the class closes around to watch. <br><br> <<click [[Next|History Lesson Molestation]]>><<set $molestationstart to 1>><<set $phase to 2>><</click>><br> <<elseif $cool lt 119>> You lean down to pick up the book. As you do, the <<person>> grabs the back of your head and pushes your face against <<his>> crotch. You try to push <<him>> away, but <<he>> holds you firm, <<if $pronoun is "m">> and undoes <<his>> fly.<<else>> and lifts up <<his>> skirt. <<Hes>> not wearing underwear.<</if>> <br><br> <<click [[Next|History Lesson Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</click>><br> <<else>> You lean down to pick up the book. As you do, the <<person>> grabs the back of your head and pushes your face against <<his>> crotch. You push <<him>> away as laughter emerges from the rest of the class. "I really am clumsy!" The <<person>> says, now grinning. "No need to be so aggressive though." <<He>> continues <<his>> task, and Winter soon returns. <br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> <</if>> :: History Events Leave [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> Not trusting the <<persons>> intentions, you refain from leaning over to pick up the book. <<He>> tilts <<his>> head and displays a mock frown. "What's wrong? Worried I might do something naughty?" <<His>> friends laugh.<br><br> The classroom door starts to open, and the <<person>> continues their task as Winter enters. The teacher sees the textbook on the floor and glares at you. "Pick that up immediately. You should treat school property with more respect," the <<person>> throws an infuriating smile your way as you pick up the book.<br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> :: History Lesson Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcoral>> <<if $phase is 1>> <<set $timer to 6>><<set $rescue to 1>> <<elseif $phase is 2>> <<set $timer to 24>><<set $rescue to 0>> <</if>> <<endif>> <<effects>> <<if $rescue is 0 and $alarm is 1>><<set $alarm to 0>> <span class="red">No one comes to your aid. Winter must be distracted.</span><br><br> <</if>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|History Lesson Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|History Lesson Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|History Lesson Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $timer gte 1>> <span id="next"><<click [[Next|History Lesson Molestation]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|History Lesson Molestation Finish]]>><</click>></span><<nexttext>> <</if>> :: History Lesson Molestation Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<famerape10>> Satisfied, the <<person>> shoves you to the ground. The rest of the class rushes back to their seats, as footsteps can be heard approaching. You know you'll be in trouble if you're caught lying on the floor. <<tearful>> you struggle into your seat just before Winter returns.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|History Lesson]]>><</click>> <<elseif $enemyhealth lte 0>> The <<person>> recoils in pain. <<He>> glares at you, and <<he>> and <<his>> friends look like they've a mind to punish you, but at that moment footsteps can be heard approaching the class, and they think better of it. <<tearful>> you take your seat. Winter returns, with no knowledge of what just took place.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|History Lesson]]>><</click>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued to $rescued + 1>> Footsteps can be heard rapidly approaching the classroom. The <<person>> pushes you away and returns to <<his>> desk, along with the rest of the class. <<tearful>> you take your seat. Winter arrives, looking angry. "I can't leave you alone for five minutes, can I?" Glad that the assault is over and not wanting Winter to know it was you who screamed, you keep your head down as the lesson continues.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|History Lesson]]>><</click>> <<else>> Footsteps can be heard approaching the classroom. The <<person>> pushes you away and returns to <<his>> desk, along with the rest of the class. <<tearful>> you take your seat. Winter arrives, one of the <<persons>> friends in tow, looking diminished. "Don't waste my time again, or you'll never see the end of detention." Glad that the assault is over, you keep your head down as the lesson continues.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|History Lesson]]>><</click>> <</if>> :: History Lesson Pillory [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You walk to the front of the classroom, and Winter gestures you to bend over the bottom part of the pillory. You do so, and <<he>> lifts over the rest of the device, locking you firmly in place. Your hands and head poke through small holes facing the class. The antique is bolted onto the floor, rendering you quite immobile.<br><br> <<if $rng gte 51>> <<endevent>><<leighton>><<person1>>Before Winter can speak further, the door opens to reveal Leighton, who doesn't look twice at the <<girl>> in the pillory. <<He>> looks at Winter. "We need to talk." Winter nods, and leaves the room without a word.<<endevent>> <br><br> <<generates1>><<person1>>The class is silent for a few moments, as the sound of footsteps outside the room fade into nothingness. Then a <<person>> stands up, and saunters over to you. "Who thinks the lesson should continue?" <<He>> asks the rest of the class, smiling slyly. Encouraged by the rest of the class, <<he>> walks behind you. <br><br> <<click [[Next|History Lesson Pillory Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> Winter lectures about the historial use of the pillory, as well as other archaic punishments. You wonder why <<he>> likes them so much. Before long, <<he>> releases you. "You've been a fine assistant," <<he>> says cheerfully, as you head back to your seat. <br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> <</if>> :: History Lesson Pillory Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcspank>> <<set $timer to 18>> <<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">><<set $lefthand to 0>> <<if $delinquency lt 400>><<set $rescue to 1>><</if>> <<endif>> <<effects>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> No one comes to your aid, likely due to your reputation as a delinquent.<br><br> <</if>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|History Lesson Pillory Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|History Lesson Pillory Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $timer lte 0>> <span id="next"><<click [[Next|History Lesson Pillory Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|History Lesson Pillory Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|History Lesson Pillory Molestation]]>><</click>></span><<nexttext>> <</if>> :: History Lesson Pillory Molestation Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<famerape10>> "I got a bit carried away there." You hear the <<person>> mutter as <<he>> heads back to <<his>> seat<br><br> <<exposure>> <<if $exposed gte 1>> Winter returns to the class, and sees you in your undressed state. The teacher conceals your body with a towel while freeing you from the pillory. "Who's responsible for this?" Everyone looks at the <<personcomma>> who shrinks lower into their seat. "Stay behind after class." <<tearful>> you walk back to your desk, and ease yourself down. <<else>> <<endevent>><<winter>><<person1>>Winter returns to the class. "Sorry, but we won't have time for this now," <<he>> says as <<he>> releases you from the pillory. <<He>> sounds genuinly disappointed. <<tearful>> you walk back to your desk, and ease yourself down. <</if>> <<clothesontowel>> <<endcombat>> <<click [[Next|History Lesson]]>><</click>> <<elseif $enemyhealth lte 0>> The <<person>> recoils in pain, and the class turn against <<himcomma>> laughing at <<his>> inability to properly molest a bound <<girlstop>> <<He>> returns to <<his>> seat, looking diminished.<br><br> <<exposure>> <<if $exposed gte 1>> Winter returns to the class, and sees you in your undressed state. The teacher conceals your body with a towel while freeing you from the pillory. "Who's responsible for this?" Everyone looks at the <<personcomma>> who shrinks lower into their seat. "Stay behind after class." <<tearful>> you walk back to your desk, and ease yourself down. <<else>>Winter returns to the class. "Sorry, but we won't have time for this now," <<he>> says as <<he>> releases you from the pillory. <<He>> sounds genuinely disappointed. <<tearful>> you walk back to your desk, and ease yourself down. <</if>> <<clothesontowel>> <<endcombat>> <<click [[Next|History Lesson]]>><</click>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued to $rescued + 1>> Footsteps can be heard rapidly approaching the classroom. The <<person>> rushes back to <<his>> desk. Winter arrives, looking angry. "I can't leave you alone for five minutes, can I?"<br><br> <<exposure>> <<if $exposed gte 1>> Winter conceals your body with a towel while freeing you from the pillory. "Who's responsible for this?" Everyone looks at the <<personcomma>> who shrinks lower into their seat. "Stay behind after class." <<tearful>> you walk back to your desk, and ease yourself down. <<else>> <<endevent>><<winter>><<person1>>"Sorry, but we won't have time for this now." Winter says as <<he>> releases you from the pillory. <<He>> sounds genuinly disappointed. <<tearful>> you walk back to your desk, and ease yourself down. <</if>> <<clothesontowel>> <<endcombat>> <<click [[Next|History Lesson]]>><</click>> <<else>> Footsteps can be heard approaching the classroom. The <<person>> rushes back to <<his>> desk. The door opens to reveal Winter, <br><br> <<exposure>> <<if $exposed gte 1>> who sees you in your undressed state. The teacher conceals your body with a towel while freeing you from the pillory. "Who's responsible for this?" Everyone looks at the <<personcomma>> who shrinks lower into their seat. "Stay behind after class." <<tearful>> you walk back to your desk, and ease yourself down. <<else>> <<endevent>><<winter>><<person1>>"Sorry, but we won't have time for this now," <<he>> says as <<he>> releases you from the pillory. <<He>> sounds genuinly disappointed. <<tearful>> you walk back to your desk, and ease yourself down. <</if>> <<clothesontowel>> <<endcombat>> <<click [[Next|History Lesson]]>><</click>> <</if>> :: History Lesson Answer [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<winter>><<person1>>You raise your hand, and Winter looks at you. You answer the question, and <<he>> gives you a curt nod before moving on. That's about as close as you'll get to praise in this class.<br><br> <<click [[Next|History Lesson]]>><<endevent>><</click>><br> :: Swimming Lesson Shove [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> <<if $delinquency gte 400>> <<endevent>><<mason>><<person1>>You shove the pair aside. They cry out in surprise, attracting Mason's attention. "I knew it would have something to do with you. Stop harassing the other students." <<He>> doesn't give your protests any heed.<<gdelinquency>><<detention10>> <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> <<else>> <<endevent>><<mason>><<person1>>You shove the pair aside. They cry out in surprise, attracting Mason's attention. <<He>> looks at the pair. "You two again. Stop harassing the other students." <<He>> herds them away from you. <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> <</if>> :: Events Swimming Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $timer to 18>> <<if $delinquency lt 400>><<set $rescue to 1>><</if>> The <<person2>><<person>> continues to fondle your butt while the <<person1>><<person>> bends down to your chest. <<if $upperexposed gte 1>> Without breaking eye contact, <<He>> gently licks your nipple with the tip of <<his>> tongue. <<else>> Without breaking eye contact, <<He>> gently licks your nipple through your $upperclothes with the tip of <<his>> tongue.<br><br> <</if>> <<endif>> <<effects>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> Mason ignores you, likely due to your reputation as a delinquent.<br><br> <</if>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Events Swimming Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Events Swimming Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $timer lte 0>> <span id="next"><<click [[Next|Events Swimming Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Events Swimming Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Events Swimming Molestation]]>><</click>></span><<nexttext>> <</if>> :: Events Swimming Endure [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> The <<person2>><<person>> continues to fondle your butt while the <<person1>><<person>> bends down to your chest. <<if $upperexposed gte 1>> Without breaking eye contact, <<He>> gently licks your nipple with the tip of <<his>> tongue. <<else>> Without breaking eye contact, <<He>> gently licks your nipple through your $upperclothes with the tip of <<his>> tongue. <</if>> <<He>> is soon interrupted however. When Mason finishes dealing with the commotion, both move away from you, the <<person2>><<person>> giving a parting pinch as <<he>> does. <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> :: Events Swimming Molestation Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The pair come to their senses after a moment, and swim away from you, looking a little guilty.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <<elseif $enemyhealth lte 0>> The <<person1>><<person>> recoils in pain and glares at you. <<He>> swims away, taking the <<person2>><<person>><<person1>> with <<himstop>><br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued to $rescued + 1>> <<if $delinquency gte 200>> Your cry attracts Mason's attention. "I knew it would have something to do with you. Stop harassing the other students." The teacher gives your protests no heed.<<gdelinquency>><<detention10>> <<else>> Your cry attracts Mason's attention. The teacher glares at the pair and herds them away from you. <</if>> <br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <<else>> Mason finishes breaking up the fight, and the pair leave you alone.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <</if>> :: Events Swimming Refuse [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> The <<person>> shrugs, then tosses the fabric into the skimmer, where it vanishes with a tearing noise. <<lowerruined>><<upperruined>> <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> :: Events Swimming Molestation Single [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $delinquency lt 400>><<set $rescue to 1>><</if>> The <<person>> swims right up to you.<br><br> <<endif>> <<effects>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> Mason ignores you, likely due to your reputation as a delinquent.<br><br> <</if>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Events Swimming Molestation Single Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Events Swimming Molestation Single Finish]]>><</click>></span><<nexttext>> <<elseif $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Events Swimming Molestation Single Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Events Swimming Molestation Single]]>><</click>></span><<nexttext>> <</if>> :: Events Swimming Molestation Single Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Here you go." <<He>> tosses your clothes to the side. You swim over and restore your dignity. When you turn, the <<person>> is gone.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <<elseif $enemyhealth lte 0>> The <<person>> recoils in pain and glares at you. <<He>> tries to swim away, but you grab the clothes still held in <<his>> hand. You win the ensuing battle, and quickly dress. When you turn, the <<person>> is gone.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued to $rescued + 1>> <<if $delinquency gte 200>> Your cry attracts Mason's attention. "I knew it would have something to do with you. Stop harassing the other students. And put your clothes back on, for heaven's sake," the <<person>> is nowhere to be seen, they left your clothes floating on the water.<<gdelinquency>><<detention10>> <<else>> Your cry attracts Mason's attention. The teacher glares at the <<person>> "Give those clothes back, now. You're in serious trouble, get changed and go to the head's office." You dress before any more attention is attracted to your predicament. <</if>> <br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <</if>> :: Events Swimming Flaunt [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> You stretch languidly as you approach the platform, hiding nothing. You <<swimmingtext>> dive into the water to the sound of whistles and applause.<<gswimming>><<exhibitionism5>><<swimmingskilluse>><br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> :: Events Swimming Lewd Dive [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> You decide to just get it over with. <<if $leftarm is "bound" and $rightarm is "bound">> Bound and unable to cover yourself, you instead face away from your audience. You jump backwards into the water, which is not what you are supposed to do but Mason won't fault you given the circumstance. <<else>> You cover your <<lewdness>> as you approach the platform, intensely aware of all the eyes probing you. You jump into the water, not a spectacular performance but Mason won't fault you given the circumstance. <</if>> Once concealed beneath the water, Mason manages to regain some control over the class, and pulls most attention away from you. <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> :: Event Swimming Run [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> Overwhelmed, you turn and flee from the room, chased by jeers and laughter. <br><br> <<if $playergenderappearance is "m">> <<click [[Next|School Boy's Changing Room]]>><<endevent>><</click>> <<else>> <<click [[Next|School Girl's Changing Room]]>><<endevent>><</click>> <</if>> :: Events Swimming Stalk Confront [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> You swim right up to the <<personcomma>> and tell <<him>> to leave you alone. "S-sorry," <<he>> says, staring at <<his>> feet.<<endevent>><<mason>><<person1>> You turn away, and see Mason staring at you disapprovingly. "I don't want to catch you picking on the other students again," <<he>> says. <<He>> refuses to hear your side of the story. <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> :: Events Swimming Stalk Ignore [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> <<if $rng gte 81>> You try to ignore the <<personcomma>> but <<he>> persists, moving closer to you as <<he>> becomes more confident. <<He>> soon works up the courage to reach out and touch you. <br><br> <<click [[Next|Events Swimming Stalk Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> The <<person>> continues to follow for a short while, before becoming distracted by someone else. <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> <</if>> :: Events Swimming Stalk Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $delinquency lt 400>><<set $rescue to 1>><</if>> <<endif>> <<effects>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> Mason ignores you, likely due to your reputation as a delinquent.<br><br> <</if>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Events Swimming Stalk Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Events Swimming Stalk Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Events Swimming Stalk Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Events Swimming Stalk Molestation]]>><</click>></span><<nexttext>> <</if>> :: Events Swimming Stalk Molestation Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> swims away without a word.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <<elseif $enemyhealth lte 0>> The <<person>> recoils in pain and backs away from you. <<tearful>> you seize the chance and escape.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued to $rescued + 1>> <<if $delinquency gte 200>> Your cry attracts Mason's attention. "I knew it would have something to do with you. Stop harassing the other students," the <<person>> goes along with it, not wanting to get in trouble.<<gdelinquency>><<detention10>> <<else>> Your cry attracts Mason's attention. The teacher glares at the <<personstop>> "You're in serious trouble, get changed and go to the head's office," the <<person>> looks about to cry. <</if>> <br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <</if>> :: Events Swimming Swim Away [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> <<set $swimmingdifficulty to random(-500,1000)>> <<swimmingcheck>> <<if $swimmingcheck is "fail">> <<if $exposed gte 1>> You try to swim away, <span class="red">but they catch up</span>, grabbing and surrounding you. The <<person>> grins at you. "This pervert think <<pshe>> can expose <<pherself>> in public without consequences. Let's teach <<phim>> a lesson." <br><br> <<click [[Next|Events Swimming Nude Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> You try to swim away, <span class="red">but they catch up</span>, grabbing and surrounding you. The <<person>> grins at you. "How ungrateful!" <<He>> runs <<his>> fingers along the seam of your $lowerclothes. "I think I know how to remind you of your place." <br><br> <<click [[Next|Events Swimming Strip Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> <<else>> You disappear beneath the water and swim away from them. They try to keep up, but quickly tire and start hunting for easier prey. <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>><br> <</if>> :: Evens Swimming Endure [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> They continue to harass you for a short while, before going after someone else. <br><br> <<click [[Next|Swimming Lesson]]>><<endevent>><</click>> :: Events Swimming Nude Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $delinquency lt 400>><<set $rescue to 1>><</if>> <<endif>> <<set $timer to 20>> <<effects>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> Mason ignores you, likely due to your reputation as a delinquent.<br><br> <</if>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Events Swimming Nude Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Events Swimming Nude Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Events Swimming Nude Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $timer lte 1>> <span id="next"><<click [[Next|Events Swimming Nude Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Events Swimming Nude Molestation]]>><</click>></span><<nexttext>> <</if>> :: Events Swimming Strip Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcstrip>> <<if $delinquency lt 400>><<set $rescue to 1>><</if>> <<endif>> <<set $timer to 20>> <<effects>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> Mason ignores you, likely due to your reputation as a delinquent.<br><br> <</if>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Events Swimming Strip Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Events Swimming Strip Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Events Swimming Strip Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $timer lte 1>> <span id="next"><<click [[Next|Events Swimming Strip Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $uppertype is "naked" and $lowertype is "naked">> <span id="next"><<click [[Next|Events Swimming Strip Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Events Swimming Strip Molestation]]>><</click>></span><<nexttext>> <</if>> :: Events Swimming Strip Molestation Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person1>><<person>> and <<person2>><<person>> high five each other, then leave you lying in the water.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <<elseif $enemyhealth lte 0>> The trio recoil in pain and back away from you. <<tearful>> you seize the chance and escape.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued to $rescued + 1>> <<if $delinquency gte 200>> Your cry attracts Mason's attention. "I knew it would have something to do with you. Stop harassing the other students." The trio go along with it, struggling to suppress their smiles.<<gdelinquency>><<detention10>> <<else>> Your cry attracts Mason's attention. The teacher glares at the trio. "You're in serious trouble, get changed and go to the head's office." The group leave the pool, chatting and laughing. <</if>> <br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <<elseif $timer lte 0>> You hear Mason's voice. "What's happening over there?" They play innocent. "Nothing!" The <<person3>><<person>> says. Mason looks at them with suspicion, but doesn't say anything else. Your attackers move away from you, not wanting to get in trouble. <br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <<else>> The <<person1>><<person>> holds your clothing above <<his>> head. When you swim over to try to get it back, <<he>> throws it to the <<person2>><<personcomma>> who throws it to the <<person3>><<personcomma>> the three of them laughing all the while. "This is fun, but I've got an idea," the <<person>> says. Instead of throwing your clothing to one of <<his>> friends, <<he>> chucks it into a nearby skimmer, where it disappears with a tearing noise. "There. Maybe you'll show us some respect in the future." Satisfied, they swim away to find someone else to harass, leaving you naked in the middle of the pool.<<set $stealtextskip to 1>> <br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>><br> <</if>> :: Events Swimming Nude Molestation Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person1>><<person>> and <<person2>><<person>> high five each other, then leave you lying in the water.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <<elseif $enemyhealth lte 0>> The trio recoil in pain and back away from you. <<tearful>> you seize the chance to escape.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued to $rescued + 1>> <<if $delinquency gte 200>> Your cry attracts Mason's attention. "I knew it would have something to do with you. Stop harassing the other students." The trio go along with it, struggling to suppress their smiles.<<gdelinquency>><<detention10>> <<else>> Your cry attracts Mason's attention. The teacher glares at the trio. "You're in serious trouble, get changed and go to the head's office." The group leave the pool, chatting and laughing. <</if>> <br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <<elseif $timer lte 0>> You hear Mason's voice. "What's happening over there?" They play innocent. "Nothing!" The <<person3>><<person>> says. Mason looks at them with suspicion, but doesn't say anything else. Your attackers move away from you, not wanting to get in trouble. <br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Swimming Lesson]]>><</click>> <</if>> :: School Leave Stop [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> <<leighton>><<person1>>As you try to leave, Leighton lays an arm on your shoulder. "Isn't there something you're forgetting?" <<He>> tries to steer you back towards the school.<br><br> <<click [[Go to detention|School Detention]]>><<endevent>><</click>><br> <<click [[Run away|School Leave Run]]>><<detention60>><</click>><<gdelinquency>><br> :: School Detention [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> <<leighton>><<person1>> <<set $detentionattended to 1>> <<if $detention lte 10>> You enter Leighton's office. <<He>> takes <<his>> seat in front of <<his>> desk and beckons you to sit at a small desk in the corner.<br><br> "It's only a minor infringement, I won't keep you long." <<He>> turns to <<his>> computer and seemingly forgets about you.<br><br> Ten minutes pass, and <<he>> looks at the clock on the wall. "That should do it." <<He>> gestures for you to leave.<<pass10>><br><br> <<click [[Next|Hallways]]>><<endevent>><</click>> <<elseif $detention lte 20>> You enter Leighton's office. <<He>> takes <<his>> seat in front of <<his>> desk, then points at the whiteboard opposite <<himstop>> "Write 'I will obey the rules,' repeatedly. Don't stop until I say stop."<br><br> <<click [[Work diligently (0:20)|School Detention Lines]]>><<set $phase to 0>><<gtiredness20>><<pass20>><</click>><<gtiredness>><br> <<click [[Work slowly (0:40)|School Detention Lines]]>><<set $phase to 1>><<pass40>><</click>> <<elseif $detention lte 30>> <<generates2>>You enter Leighton's office. A <<person2>><<person>> stand sheepishly in the corner. "Two of you today." <<person1>>Leighton says, taking the seat at <<his>> desk. <<He>> points at the whiteboard oppostie <<himstop>> "Write 'I will obey the rules,' repeatedly. Both of you. Don't stop until I say stop."<br><br> Shortly after you start writing on the board, you feel someone groping your butt. The <<person2>><<person>> is clearly a pervert.<br><br> <<click [[Endure it (0:30)|School Detention Grope]]>><<set $phase to 0>><<pass30>><<gtrauma30>><<gstress30>><<garousal30>><</click>><<gtrauma>><<gstress>><<garousal>><br> <<click [[Tell Leighton|School Detention Grope]]>><<set $phase to 1>><</click>><br> <<elseif $detention lte 40>> You enter Leighton's office. "I have something special I need you to do today." <<He>> points out the window, at <<his>> car. "It needs a wash. I left everything you'll need out there, I'll keep an eye on you from here. You'll want to strip down to your underwear for this job, no sense getting your clothes wet and dirty."<br><br> You look at <<him>> with incredulity. <<He>> chuckles. "Don't worry, it's an enclosed area so no one else will see you. Now, hop to it."<br><br> <<if $understate is "naked">> You avoid looking <<him>> in the eyes. "I'm n-not wearing any underwear." You say. <br> You think you catch a smile start to form on <<his>> face, but it's gone so fast you may have imagined it. "I'll overlook that rule violation, but you still need to wash my car. Maybe next time you'll dress appropriately for school.<br><br> <</if>> <<click [[Strip and wash the car (0:40)|School Detention Car]]>><<pass40>><<gtrauma40>><<gstress40>><<garousal40>><<set $storelocationinit to "schoolcar">><<storelocation>><<storeupper>><<storelower>><<upperundress>><<lowerundress>><</click>><<gtrauma>><<gstress>><<garousal>><br> <<click [[Refuse|School Detention Refuse]]>><<set $detention += 40>><<detention60>><</click>><<gdelinquency>><br> <<elseif $detention lte 50>> You enter Leighton's office. <<He>> sits at <<his>> desk and beckons you over. When you're close, <<he>> grabs you by the arms and bends you over <<his>> knee.<br><br> <<click [[Next|School Detention Spank]]>><<set $phase to 2>><<set $molestationstart to 1>><</click>><br> <<elseif $detention lte 60>> You enter Leighton's office. <<He>> sits at <<his>> desk and beckons you over. When you're close, <<he>> grabs you by the arms and bends you over <<his>> knee.<br><br> <<click [[Next|School Detention Spank]]>><<set $phase to 1>><<set $molestationstart to 1>><</click>><br> <<else>> You enter Leighton's office. <<He>> sits at <<his>> desk and beckons you over. When you're close, <<he>> grabs you by the arms and bends you over <<his>> knee.<br><br> <<click [[Next|School Detention Spank]]>><<set $molestationstart to 1>><</click>><br> <</if>> <<set $detention to 0>> :: School Leave Run [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> You shake off <<his>> hand and run for the exit, escaping onto the street.<br><br> <<click [[Next|Oxford Street]]>><<endevent>><</click>><br> :: School Detention Lines [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 0>> You get to work, hoping to get out of here quickly. Twenty minutes pass before Leighton speaks again. "That should do it." <<He>> gestures for you to leave. <<elseif $phase is 1>> You start leisurely writing on the bored. Leighton looks up at you occasionally, pursing <<his>> lips in annoyance. Eventually, <<he>> looks at <<his>> watch. "That's enough, I don't have all day. Next time put some work into it and we'll both be out of here sooner." <<He>> gestures for you to leave. <</if>> <br><br> <<click [[Next|Hallways]]>><<endevent>><</click>><br> :: School Detention Grope [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 0>> You decide not to make a fuss, and allow the <<person>> to continue groping you while you continuewriting on the board. <<He>> is careful not to be too blatant about it, but by the time Leighton lets you out your face is flushed red. <br><br> <<click [[Next|Hallways]]>><<endevent>><</click>><br> <<elseif $phase is 1>> <<if $delinquency gte 400>> You yelp and jump away from the <<personcomma>> clutching your backside and making it clear to Leighton what just happened. <<person1>>Leighton gives you a level stare. "I'm not going to fall for your tricks." <<He>> looks at the <<person2>><<personstop>> "You're done here, leave," the <<person>> wastes no time in vacating the room.<br><br> <<person1>>Once alone, Leighton grabs you by the arms and bends you over <<his>> knee.<br><br> <<endevent>> <<click [[Next|School Detention Spank]]>><<leighton>><<set $molestationstart to 1>><</click>><br> <<else>> You yelp and jump away from the <<personcomma>> clutching your backside and making it clear to Leighton what just happened. <<person1>> <<He>> looks at the <<person2>><<personcomma>> then back at you.<<person1>> "You're done here, leave." Something in <<his>> voice precludes argument, and you scurry from the room. You think you hear a muffled cry behind you as you walk down the hall. <br><br> <<click [[Next|Hallways]]>><<endevent>><</click>><br> <</if>> <</if>> :: School Detention Spank [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcspank>><<npcidlegenitals>> <<if $phase is 2>> <<set $enemyanger += 100>> <<elseif $phase is 1>> <<set $enemyanger += 150>> <<else>> <<set $enemyanger += 200>> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|School Detention Spank Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Detention Spank Finish]]>><</click>></span><<nexttext>> <<elseif $enemyanger lte 0>> <span id="next"><<click [[Next|School Detention Spank Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Detention Spank]]>><</click>></span><<nexttext>> <</if>> :: School Detention Spank Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Clarity returns to <<his>> eyes and <<he>> stands abruptly, realising what just happened. "Don't breathe a word of this to anyone. Leave." <<tearful>> you walk from the room.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><</click>><br> <<elseif $enemyhealth lte 0>> <<He>> recoils in pain and you squirm from <<his>> grip. <<He>> shouts after you as you flee down the corridor. "You've made things much worse for yourself, <<bitchstop>> Mark my words." <<tearful>> you keep running.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><</click>><br> <<else>> <<He>> releases you. "I took no pleasure in that. I hope you've learnt your lesson." <<He>> gestures for you to leave. <<tearful>> you do so.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><</click>><br> <</if>> :: School Detention Car [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> You leave the office and walk to the set of double doors leading outside. You <<nervously>> remove your clothing and leave it lying just inside the doorway. You cover your <<undies>> with a hand before walking over to the car. Leighton watches you as promised, with a blank expression on <<his>> face.<br><br> You find a bucket of soapy water containing a sponge and get to work, starting with the side opposite Leighton. You wonder if stripping was really necessary, you manage to avoid getting wet without difficulty.<br><br> You keep your <<lewdness>> covered as best you can as you move round the car. You're close to finishing when Leighton opens the window. "Good job, but you missed a spot," <<he>> says, pointing next to your thighs.<br><br> <<click [[Crouch|School Detention Car2]]>><<set $phase to 0>><</click>><br> <<if $undertype is "naked">> <<if $exhibitionism gte 75>> <<click [[Bend over|School Detention Car2]]>><<set $phase to 2>><</click>><<exhibitionist5>><br> <</if>> <<elseif $undertype isnot "naked">> <<if $exhibitionism gte 35>> <<click [[Bend over|School Detention Car2]]>><<set $phase to 1>><</click>><<exhibitionist3>><br> <</if>> <</if>> :: School Detention Refuse [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> You leave the office, but rather than head toward your punishment, you make for the exit. This will have consequences later, but for now you're in the clear.<br><br> <<oxfordquick>> :: School Detention Car2 [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 0>> You crouch to clean off the dirt <<he>> pointed to. "That'll do it. You can leave now," <<he>> says, shutting the blinds. You dress and leave the premises.<br><br> <<elseif $phase is 1>> You bend over to clean off the dirt, sticking your <<bottom>> out toward Leighton. You feel it wiggle as you rub the car. Leighton's face reddens. "T-that will be all. You can go now." <<He>> stammers, shutting the blinds. You dress and leave the premises.<<exhibitionism3>><br><br> <<elseif $phase is 2>> You bend over to clean off the dirt, sticking your bare <<bottom>> out toward Leighton. You feel it wiggle as you rub the car. Leighton's face reddens. "T-that will be all. You can go now." <<He>> stammers, shutting the blinds. You dress and leave the premises.<<exhibitionism3>><br><br> <</if>> <<click [[Next|Oxford Street]]>><<storeon>><<endevent>><</click>><br> :: Hallways Sneak [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You <<nervously>> poke your head outside. There's no one around. You leave the relative safety of the toilets, your <<lewdness>> on display. <<if $phase is 1>> <<exhibitionism3>> <<elseif $phase is 2>> <<exhibitionism4>> <</if>> <br><br> <<click [[Next|Hallways]]>><</click>><br> <<set $eventskip to 0>> :: Widgets School Events [widget] <<widget "eventsschooltoilets">><<nobr>> <<if $schoolday is 1 and $schoolstate isnot "early" and $schoolstate isnot "late">> <<if $exposed gte 1>> <<if $bus is "boys">> <<generateym1>><<generateym2>><<generateym3>> You hear voices approaching, and manage to hide in a stall before you're caught with your <<lewdness>> on display.<br><br> A <<person1>><<personcomma>> <<person2>><<person>> and <<person3>><<person>> enter the room, chatting amongst themselves. <<if $storelocation is "schoolboys" and $malechance isnot "m">> The voices suddenly stop. The <<person1>><<person>> breaks the silence. "Who would leave these clothes here? We should probably take them to lost and found." They have your clothes!<br><br> <<click [[Call out|School Toilets Clothes]]>><<set $phase to 2>><</click>><br> <<click [[Remain Silent|School Toilets Clothes]]>><<set $phase to 1>><</click>><br> <<else>> They soon leave, none the wiser.<<gstress>><<garousal>><<gstress10>><<garousal10>><br><br> <<endevent>> <<click [[Next (0:05)|School Boy's Toilets]]>><<set $eventskip to 1>><<pass5>><</click>><br> <</if>> <<else>> <<generateyf1>><<generateyf2>><<generateyf3>> You hear voices approaching, and manage to hide in a stall before you're caught with your <<lewdness>> on display.<br><br> A <<person1>><<personcomma>> <<person2>><<person>> and <<person3>><<person>> enter the room, chatting amongst themselves. <<if $storelocation is "schoolgirls" and $malechance isnot "f">> The voices stop abruptly. The <<person1>><<person>> breaks the silence. "Who would leave these clothes here? We should probably take them to lost and found." They have your clothes!<br><br> <<click [[Call out|School Toilets Clothes]]>><<set $phase to 2>><</click>><br> <<click [[Remain Silent|School Toilets Clothes]]>><<set $phase to 1>><</click>><br> <<else>> They soon leave, none the wiser.<<gstress>><<garousal>><<gstress10>><<garousal10>><br><br> <<endevent>> <<click [[Next (0:05)|School Girl's Toilets]]>><<set $eventskip to 1>><<pass5>><</click>><br> <</if>> <</if>> <<else>> <<if $bus is "boys">> <<generateym1>><<generateym2>><<generateym3>> <<if $playergenderappearance is "f">> A <<person1>><<personcomma>> <<person2>><<person>> and <<person3>><<person>> enter the room, chatting amongst themselves. They freeze upon seeing you. "What's a <<girl>> doing in here?" The <<person1>><<person>> says, the quiver in <<his>> voice betraying <<his>> nerves.<br><br> <<click [[Apologise and leave|School Toilets Encounter]]>><<set $phase to 1>><<gstress20>><</click>><<gstress>><br> <<if $malechance isnot "m">> <<click [[Flirt|School Toilets Encounter]]>><<set $phase to 2>><</click>><<promiscuous1>><br> <<if $promiscuity gte 15>> <<click [[Seduce|School Toilets Sex]]>><<set $sexstart to 1>><</click>><<promiscuous2>><br> <</if>> <</if>> <<else>> A <<person1>><<personcomma>> <<person2>><<person>> and <<person3>><<person>> enter the room, chatting amongst themselves. They pay you no heed and soon leave. <br><br> <<endevent>> <<click [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</click>><br> <</if>> <<else>> <<generateyf1>><<generateyf2>><<generateyf3>> <<if $playergenderappearance is "m">> A <<person1>><<personcomma>> <<person2>><<person>> and <<person3>><<person>> enter the room, chatting amongst themselves. They freeze upon seeing you. "What's a <<girl>> doing in here?" The <<person1>><<person>> says, the quiver in <<his>> voice betraying <<his>> nerves.<br><br> <<click [[Apologise and leave|School Toilets Encounter]]>><<set $phase to 1>><<gstress20>><</click>><<gstress>><br> <<if $malechance isnot "m">> <<click [[Flirt|School Toilets Encounter]]>><<set $phase to 2>><</click>><<promiscuous1>><br> <<if $promiscuity gte 15>> <<click [[Seduce|School Toilets Sex]]>><<set $sexstart to 1>><</click>><<promiscuous2>><br> <</if>> <</if>> <<else>> A <<person1>><<personcomma>> <<person2>><<person>> and <<person3>><<person>> enter the room, chatting amongst themselves. They pay you no heed and soon leave. <br><br> <<endevent>> <<click [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</click>><br> <</if>> <</if>> <</if>> <<else>> <<if $bestialitydisable isnot "f">> The quiet is broken by a low growl behind you. A large cat pounces on you from the shadows. You manage to escape, but not without injury.<<beastescape>><br><br> <<click [[Next|School Toilets]]>><</click>><br> <<else>> The quiet is broken by a low growl behind you. A large cat pounces on you from the shadows, forcing you to your knees.<br><br> <<click [[Next|School Toilets Cat]]>><<set $molestationstart to 1>><</click>><br> <</if>> <</if>> <</nobr>><</widget>> <<widget "eventschoolhallwaysexposed">><<nobr>> <<set $rng to random(1, 100)>> <<if $rng gte 81>> You leave the safety of a storeroom and move down an empty corridor. You're halfway through when you hear voices up ahead. You try going back the way you came, but voices come from that direction too. You're trapped. You look around for somewhere to hide, but there's nothing but the lockers lining the walls between classrooms.<br><br> <<click [[Look through the classroom windows, one must be empty|Hallways Exposed Classroom]]>><</click>><br> <<click [[Check the lockers, one must be unlocked|Hallways Exposed Lockers]]>><</click>><br> <<else>> You hide beneath a stairwell as a crowd descends. The steps above you vibrate as they pass by.<<gstress>><<gstress60>><br><br> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> <</if>> <</nobr>><</widget>> <<widget "eventsschoolhallways">><<nobr>> <<set $rng to random(1, 100)>> <<if $schoolfameboard isnot 1 and $schoolfameblackmail gte 3 or $schoolfameboard isnot 1 and $schoolfamerefused is 1>><<set $schoolfameboard to 1>> <<schoolfameboard>> <<elseif $famebestiality + $famerape + $fameprostitution + $famesex gte 4000 and $schoolfameblackmail is undefined>><<set $schoolfameblackmail to 0>> <<leighton>><<person1>>The headteacher emerges from <<his>> office and motions for you to enter. <<He>> wears a strange smile on <<his>> face.<br><br> <<click [[Enter|School Fame Blackmail]]>><</click>><br> <<click [[Refuse|School Fame Blackmail Refuse]]>><<detention10>><</click>><<gdelinquency>><br> <<elseif $bullytimer gte $rng and $whitneystate isnot "dungeon">><<set $bullytimer to 0>> <<schoolbully>> <<elseif $rng gte 81>> <<if $cool gte 400>> You pass by a group of students. They drop their conversation and surround you, vying for your attention, each wanting to be seen with you.<<ltrauma>><<lstress>><<ltrauma60>><<lstress60>><br><br> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> <<elseif $cool gte 160>> You pass by a group of students who smile and greet you as you pass.<<ltrauma>><<ltrauma60>><br><br> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> <<elseif $cool gte 120>> You pass by a group of students who completely ignore you. You might as well be invisible to them.<br><br> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> <<elseif $cool gte 40>> You pass by a group of students who mock and laugh at you as you pass.<<gstress>><<gstress60>><br><br> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> <<else>> You see a group of students up ahead. With your reputation and no teachers near by, you're afraid to go near them.<br><br> <<click [[Take a detour (0:05)|Hallways]]>><<set $eventskip to 1>><<pass5>><</click>><br> <<click [[I can't waste the time. Walk past them.|Hallways Low Status]]>><</click>><<gtrauma>><<gstress>><br> <</if>> <<elseif $rng gte 61>> <<if $delinquency gte 400>> <<generatey1>><<person1>>A <<person>> gives you a creepy look as you walk by, and starts following you. There's no way <<he>> would try anything with people around, but you come to an empty corridor.<br><br> <<click [[Take a detour (0:05)|Hallways]]>><<set $eventskip to 1>><<endevent>><<pass5>><</click>><br> <<click [[I can't waste the time. Keep going.|Hallways High Delinquency]]>><</click>><br> <<elseif $delinquency gte 10>> <<generatey1>><<person1>>A <<person>> gives you a creepy look as you walk by, and starts following you. <<He>> stops following when a teacher walks into view.<<gstress>><<gstress20>><br><br> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> <<else>> <<generatey1>><<person1>>A <<person>> gives you a creepy look as you walk by.<<gstress>><<gstress10>><br><br> <<click [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</click>><br> <</if>> <<elseif $rng gte 41>> <<generatey1>><<person1>>A <<person>> squeezes your <<bottom>> as you walk by.<br><br> <<click [[Slap|Hallways Slap]]>><<ltrauma60>><<lstress60>><<detention10>><</click>><<gdelinquency>><<ltrauma>><<lstress>><br> <<click [[Ignore|Hallways]]>><<endevent>><<set $eventskip to 1>><<gtrauma10>><<gstress10>><</click>><<gtrauma>><<gstress>><br> <<elseif $rng gte 21>> <<generatey1>><<person1>> <<if $playergenderappearance is "f">> <<if $breastsize gte 5>> A <<person>> shouts at you. "Nice cow tits." You feel your cheeks flush in embarrassment.<<gtrauma>><<gstress>><<gtrauma20>><<gstress20>><br><br> <<else>> A <<person>> shouts at you. <<schoolcatcall>> You feel your cheeks flush in embarrassment.<<gtrauma>><<gstress>><<gtrauma20>><<gstress20>><br><br> <</if>> <<else>> A <<person>> shouts at you. <<schoolcatcall>> You feel your cheeks flush in embarrassment.<<gtrauma>><<gstress>><<gtrauma20>><<gstress20>><br><br> <</if>> <<click [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</click>><br> <<else>> <<generatey1>>A <<person1>><<person>> walks up to you. "Hi," <<he>> says. Seems <<he>> wants to talk.<br><br> <<click [[Hi (0:05)|Hallways Encounter]]>><<pass5>><<ltrauma60>><<lstress60>><</click>><<ltrauma>><<lstress>><br> <<click [[Ignore|Hallways]]>><<endevent>><<set $eventskip to 1>><</click>><br> <</if>> <</nobr>><</widget>> <<widget "playground">><<nobr>> <<if $bus is "schoolfrontplayground">> <<click [[Next|School Front Playground]]>><<set $eventskip to 1>><</click>><br> <<else>> <<click [[Next|School Rear Playground]]>><<set $eventskip to 1>><</click>><br> <</if>> <</nobr>><</widget>> <<widget "eventsplayground">><<nobr>> <<if $schoolstate isnot "early" and $schoolstate isnot "late" and $schoolstate isnot "earlynoschool" and $schoolstate isnot "latenoschool" and $schoolstate isnot "daynoschool">> <<if $exposed gte 1>> Some students spot your head poking out and wave. You <<nervously>> wave back, your heart racing. You don't think they noticed anything odd.<<gstress>><<gstress60>><<garousal>><<garousal60>><br><br> <<endevent>> <<playground>> <<elseif $whitneylove gte 20 and $whitneyromance isnot 1>><<set $whitneyromance to 1>> <<whitney>><<person1>> Whitney approaches you. <<He>> shoves you against a wall. <<He>> looks more angry than usual.<br><br> "Stupid slut," <<he>> says. <<He>> pins you with <<his>> arms. "You've been asking for this, don't try to deny it." <<He>> kisses you with surprising tenderness. "You're my <<if $playergenderappearance is "m">>boy<<else>>girl<</if>>friend now. You better be grateful." <<He>> kisses you again, this time biting your lip. <<He>> pulls away and leaves without looking back.<<set $whitneylust += 5>><<glust>><br><br> <<tearful>> you steady yourself.<<gstress>><<garousal>><<gstress60>><<garousal60>><br><br> <<endevent>> <<playground>> <<elseif $whitneystate isnot "dungeon" and $bullytimeroutside gte $rng and $hour gte 15 and $initwhitney is 1>><<set $bullytimeroutside to 0>> <<schoolbullyoutside>> <<else>> <<if $rng gte 91 and $faceacc is "cool shades">> <<river>><<person1>>"You <<girlstop>> Stop," you hear River's voice behind you. You turn to see <<him>> marching closer. "Those are definitely not prescription glasses. Give them to me this instant." A group of students watch nearby.<br><br> <<click [[Hand them over|Events Shades Hand]]>><<lcool10>><<gtrauma60>><<set $faceacc to 0>><<set $riverdom += 1>><</click>><<lcool>><<gtrauma>><br> <<click [[Flip the bird|Events Shades Flip]]>><<gcool1>><<ltrauma60>><<detention40>><<set $riverdom -= 1>><<set $riverlove -= 1>><</click>><<gcool>><<ltrauma>><<gdelinquency>><br> <<elseif $rng gte 91 and $faceacc is "glasses">> <<generatey1>><<person1>>A hand reaches from behind you and snatches the glasses from your face.<<set $faceacc to 0>><br><br> You turn and see a <<person>> holding your glasses. "Where did you get these? They must be ancient," <<he>> says. <<He>> drops them on the ground. "Wow. They didn't break." <<He>> hovers <<his>> foot above them. "I could change that. Unless you convince me not to. <<if $playergenderappearance is "f">> Show me your knickers." <<else>> Show me your undies." <</if>> <br><br> <<if $undertype is "naked">> <<click [[Say you're not wearing any|Glasses No Underwear]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <<else>> <<click [[Show|Glasses Underwear]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <</if>> <<click [[Refuse|Glasses Refuse]]>><</click>><br> <<else>> <<if $cool lt 120>> <<generatey1>><<person1>>A <<person>> points at you and whispers to <<his>> friends. They burst into laughter.<<gstress>><<gstress60>><br><br> <<playground>> <<else>> Some students recognise you and wave. You wave back.<<lstress>><<lstress60>><br><br> <<endevent>> <<playground>> <</if>> <</if>> <</if>> <<else>> <<if $rng gte 1>> <<set $rng to random(1, 100)>> <<if $rng gte 61>> <<if $bestialitydisable is "f">> You see a dog rummaging in litter behind the kitchen. Its ears prick, and it bounds towards you.<br><br> <<click [[Next|Rear Playground Dog]]>><<set $molestationstart to 1>><</click>><br> <<else>> You see a dog rummaging in litter behind the kitchen. Its ears prick, and it bounds towards you.<br><br> You manage to escape, but not unscathed.<<beastescape>><br><br> <<playground>> <</if>> <<else>> You see a dog rummaging in litter behind the kitchen. It runs away as soon as it hears you.<br><br> <<playground>> <</if>> <</if>> <</if>> <</nobr>><</widget>> <<widget "schoolbully">><<nobr>> <<if $bullyevent is 0>><<set $bullyevent += 1>> <<whitney>><<person1>>Someone shoves you against a wall. You turn to face the culprit as <<he>> pins your arms with <<his>> own. It's Whitney, a popular but delinquent student. "Don't get in my way again," <<he>> says, unbothered by the blonde fringe covering one eye. <<His>> friends flank <<himstop>> "Or I'll put you in your place." <<He>> presses <<his>> knee into your crotch for a moment, then releases you. <<He>> and <<his>> friends leave, but you doubt that'll be the end of it.<<set $whitneylust += 5>><<glust>><<gtrauma60>><<gstress60>><<gtrauma>><<gstress>><br><br> <<click [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</click>><br> <<elseif $bullyevent is 1>><<set $bullyevent += 1>> <<whitney>><<person1>>Whitney and <<his>> friends surround you, trapping you against the lockers. "You're in my way again. I think you need a time-out," <<he>> says as <<he>> opens the locker beside you. <<He>> tries to push you in.<br><br> <<click [[Let it happen (0:30)|Bully Locker]]>><<set $submissive += 1>><<set $whitneydom += 1>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><<gdom>><br> <<click [[Fight|Bully Fight]]>><<set $submissive -= 1>><<set $whitneydom -= 1>><<set $fightstart to 1>><</click>><<ldom>><br> <<elseif $bullyevent is 2>> <<if $playergenderappearance is "m" and $uppertype is "naked">><<set $bullyevent += 1>> <<whitney>><<person1>>Whitney and <<his>> friends surround you, trapping you against the lockers. "Walking around without a shirt on?" <<he>> says. "I bet you love the way it makes older <<if $pronoun is "m">>boys<<else>>girls<</if>> look at you." <<He>> turns to <<his>> friends. "Come on, we've got better things to do than entertain this slut." They leave without molesting you further.<<set $whitneylust += 5>><<glust>><<gtrauma>><<gstress>><<gtrauma60>><<gstress60>><br><br> <<click [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</click>><br> <<else>><<set $bullyevent += 1>> <<whitney>><<person1>>Whitney and <<his>> friends surround you, trapping you against the lockers. "There's a toll for passing through," <<he>> jabs your chest and grips your $upperclothes. "Show us your tits and we'll call it even."<br><br> <<click [[Let it happen|Bully Top]]>><<set $whitneydom += 1>><<gtrauma60>><<gstress60>><<set $submissive += 1>><</click>><<gtrauma>><<gstress>><<garousal>><<gdom>><br> <<if $exhibitionism gte 15>> <<click [[Flaunt|Bully Top Flaunt]]>><<set $whitneydom += 1>><<set $submissive += 1>><<set $whitneylove += 1>><</click>><<exhibitionist2>><<glove>><<gdom>><br> <</if>> <<click [[Fight|Bully Fight]]>><<set $fightstart to 1>><<set $submissive -= 1>><<set $whitneydom -= 1>><</click>><<ldom>><br> <</if>> <<elseif $bullyevent is 3>><<set $bullyevent += 1>> <<whitney>><<person1>>Whitney and <<his>> friends surround you, trapping you against the lockers. "There's a toll for passing through," <<he>> grins evily as <<he>> grasps your clothing. "Strip down to your underwear and we'll call it even."<br><br> <<if $undertype is "naked">> <<if $submissive gte 1150>> You look at your feet. "I-I'm not... wearing...."<br><br> <<elseif $submissive lte 850>> You glare at Whitney. "I wouldn't do what you say even if I was wearing underwear."<br><br> <<else>> "But I-I'm not wearing underwear," you say.<br><br> <</if>> <<He>> laughs. "This is what you get for being a slut. Strip."<br><br> <</if>> <<click [[Let it happen|Bully Strip]]>><<gtrauma60>><<gstress60>><<set $submissive += 1>><<set $whitneydom += 1>><</click>><<gtrauma>><<gstress>><<garousal>><<gdom>><br> <<if $undertype is "naked" or $undertype is "chastity">> <<if $exhibitionism gte 55>> <<click [[Flaunt|Bully Strip Flaunt]]>><<set $whitneydom += 1>><<set $submissive += 1>><<set $whitneylove += 1>><</click>><<exhibitionist4>><<glove>><<gdom>><br> <</if>> <<else>> <<if $exhibitionism gte 35>> <<click [[Flaunt|Bully Strip Flaunt]]>><<set $whitneydom += 1>><<set $submissive += 1>><<set $whitneylove += 1>><</click>><<exhibitionist3>><<glove>><<gdom>><br> <</if>> <</if>> <<click [[Fight|Bully Fight]]>><<set $fightstart to 1>><<set $submissive -= 1>><<set $whitneydom -= 1>><</click>><<ldom>><br> <<elseif $bullyevent is 4>><<set $bullyevent += 1>> <<whitney>><<person1>>Whitney and <<his>> friends surround you, trapping you against the lockers. "Look who it is," <<he>> grins evily and grasps your clothing. "Strip."<br><br> <<if $undertype is "naked">> <<if $submissive gte 1150>> You look at your feet. "I-I'm not... wearing...."<br><br> <<elseif $submissive lte 850>> You glare at Whitney. "I wouldn't do what you say even if I was wearing underwear."<br><br> <<else>> "But I-I'm not wearing underwear," you say.<br><br> <</if>> <<He>> laughs. "This is what you get for being a slut. Strip."<br><br> <</if>> <<click [[Let it happen|Bully Strip]]>><<gtrauma60>><<gstress60>><<set $submissive += 1>><<set $whitneydom += 1>><</click>><<gtrauma>><<gstress>><<garousal>><<gdom>><br> <<if $undertype is "naked" or $undertype is "chastity">> <<if $exhibitionism gte 55>> <<click [[Flaunt|Bully Strip Flaunt]]>><<set $whitneydom += 1>><<set $submissive += 1>><<set $whitneylove += 1>><</click>><<exhibitionist4>><<glove>><<gdom>><br> <</if>> <<else>> <<if $exhibitionism gte 35>> <<click [[Flaunt|Bully Strip Flaunt]]>><<set $whitneydom += 1>><<set $submissive += 1>><<set $whitneylove += 1>><</click>><<exhibitionist3>><<glove>><<gdom>><br> <</if>> <</if>> <<click [[Fight|Bully Fight]]>><<set $fightstart to 1>><<set $submissive -= 1>><<set $whitneydom -= 1>><</click>><<ldom>><br> <<elseif $bullyevent is 5>><<set $bullyevent += 1>> <<whitney>><<person1>>Whitney and <<his>> friends surround you, trapping you against the lockers. "Just the slut I need," <<he>> says. <<He>> puts <<his>> hand on your head and pushes down. "Get on your knees." <<His>> friends whisper to each other.<br><br> <<click [[Let it happen|Bully Oral]]>><<gtrauma60>><<gstress60>><<set $submissive += 1>><<set $whitneydom += 1>><<set $molestationstart to 1>><</click>><<gtrauma>><<gstress>><<gdom>><br> <<if $promiscuity gte 55>> <<click [[Give oral|Bully Oral]]>><<set $submissive += 1>><<set $whitneydom += 1>><<set $sexstart to 1>><<set $whitneylove += 1>><</click>><<promiscuous4>><<glove>><<gdom>><br> <</if>> <<click [[Fight|Bully Fight]]>><<set $fightstart to 1>><<set $submissive -= 1>><<set $whitneydom -= 1>><</click>><<ldom>><br> <<elseif $bullyevent is 6>><<set $bullyevent += 1>> <<whitney>><<person1>>Whitney rounds a corner and walks right into you, forcing you against a locker. "Just the <<bitch>> I need," <<he>> says while pressing a hand against your chest. "I've been sent to Leighton's office. I know I'm gonna be sat and lectured for ages. I'm not gonna be bored though, because you're going to be giving my <<if $penis isnot "none">>cock<<else>>cunt<</if>> lots of attention." <<He>> grabs you by your collar and pulls. "You lot wait outside," <<he>> says to <<his>> friends.<br><br> <<click [[Let it happen (0:10)|Bully Detention]]>><<gtrauma60>><<gstress60>><<set $submissive += 1>><<set $whitneydom += 1>><</click>><<gtrauma>><<gstress>><<garousal>><<gdom>><br> <<click [[Fight|Bully Fight]]>><<set $fightstart to 1>><<set $submissive -= 1>><<set $whitneydom -= 1>><</click>><<ldom>><br> <<elseif $bullyevent is 7>><<set $bullyevent += 1>> <<if $whitneyromance is 1>> <<whitney>><<person1>>Whitney and <<his>> friends surround you. Whitney pins you against a locker and kisses you. <<He>> grips your hands in <<his>> own. <<He>> leans to your side as if to whisper something, but just gives your ear a little nip. <<He>> withdraws and gives you a suggestive look before leaving with <<his>> friends.<<set $whitneylust += 5>><<glust>><<garousal>><<garousal60>><br><br> <<endevent>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> <<else>> <<whitney>><<person1>>Whitney and <<his>> friends surround you. <<if $leftarm is "bound" and $rightarm is "bound">>Whitney lunges for you. You stumble backwards and try to raise your bound arms.<<else>>Whitney lunges for you, making you stumble backwards and raise your arms to defend yourself.<</if>> <<He>> stops short of you however, and laughs. "You scare too easy. I just want to say hello." Unbalanced, you fall on your <<bottomstop>> The laughter redoubles. "You're such a loser. Let's go guys, before <<pshe>> infects us." <<tearful>> you pick yourself off the floor.<<set $whitneylust += 5>><<glust>><br><br> <<endevent>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> <</if>> <<else>><<set $bullyevent to 4>> <<whitney>><<person1>>Whitney and <<his>> friends surround you. <<He>> shoves you against a locker. "What will we do with you today?" <<he>> muses. "I know." <<He>> grins. "We'll... pet you." <<His>> friends laugh as <<he>> starts patting your head.<br><br> <<click [[Let it happen|Bully Pat]]>><<set $whitneylove += 1>><<set $whitneydom += 1>><<garousal60>><</click>><<garousal>><<glove>><<gdom>><br> <<click [[Shake off|Bully Shake]]>><<gstress60>><</click>><<gstress>><br> <</if>> <</nobr>><</widget>> <<widget "schoolbullyoutside">><<nobr>> <<if $bullyeventoutside is 0>><<set $bullyeventoutside += 1>> <<whitney>><<person1>>You walk round a corner, straight into Whitney and <<his>> gang. "Look who it is," <<he>> says. <<His>> friends crowd around, penning you in. "Good timing. We're just leaving school. You should come." <<He>> grabs your arm.<br><br> <<click [[Let it happen (0:20)|Bully Theft]]>><<set $submissive += 1>><<set $whitneydom += 1>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><<gdom>><br> <<click [[Fight|Bully Outside Fight]]>><<set $submissive -= 1>><<set $whitneydom -= 1>><<set $fightstart to 1>><</click>><<ldom>><br> <<elseif $bullyeventoutside is 1>><<set $bullyeventoutside += 1>> <<whitney>><<person1>>You hear running footsteps approach. Whitney and <<his>> gang encircle you. "Look who it is," <<he>> says. "Just who I was looking for." <<He>> grabs your arm.<br><br> <<click [[Let it happen (0:20)|Bully Light]]>><<set $submissive += 1>><<set $whitneydom += 1>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><<gdom>><br> <<click [[Fight|Bully Outside Fight]]>><<set $submissive -= 1>><<set $whitneydom -= 1>><<set $fightstart to 1>><</click>><<ldom>><br> <<elseif $bullyeventoutside is 2>><<set $bullyeventoutside += 1>> <<if $whitneyromance is 1>> <<whitney>><<person1>>Whitney marches towards you. <<He>> pushes you against a wall. <<His>> friends flank <<himstop>> "Hey <<girlcomma>>" <<he>> says. "Time for your duties." <<He>> grabs your arm.<br><br> <<click [[Let it happen (0:20)|Bully Romance]]>><<set $submissive += 1>><<set $whitneydom += 1>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><<gdom>><br> <<click [[Fight|Bully Outside Fight]]>><<set $submissive -= 1>><<set $whitneydom -= 1>><<set $fightstart to 1>><</click>><<ldom>><br> <<else>> <<whitney>><<person1>>You hear running footsteps approach. Whitney slams into you, knocking you to the ground. <<He>> sits on your back and rests <<his>> shoes on your head. "This is comfy," <<he>> says. "Shame we can't stay." <<He>> stands up. "Later slut."<<gtrauma>><<gstress>><<gpain>><<gtrauma60>><<gstress60>><<set $pain += 60>><<set $whitneylust += 5>><<glust>><br><br> <<tearful>> you climb to your feet.<br><br> <<endevent>> <<set $eventskip to 1>> <<playground>> <</if>> <<else>><<set $bullyeventoutside to 0>> <<whitney>><<person1>>Someone grabs your hair. It's Whitney. "Come on slut," <<he>> says as <<he>> tugs. "You've got somewhere to be."<br><br> <<click [[Let it happen (0:20)|Bully Whore]]>><<set $submissive += 1>><<set $whitneydom += 1>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><<gdom>><br> <<click [[Fight|Bully Outside Fight]]>><<set $submissive -= 1>><<set $whitneydom -= 1>><<set $fightstart to 1>><</click>><<ldom>><br> <</if>> <</nobr>><</widget>> :: School Toilets Cat [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "cat">><<set $enemytrust -= 40>> <<set $beaststance to "top">><<set $head to "grappled">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Toilets Cat Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|School Toilets Cat Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Toilets Cat]]>><</click>></span><<nexttext>> <</if>> :: School Toilets Cat Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The beast grunts in satisfaction, and leaps out the window, leaving you lying on the floor.<br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<if $bus is "boys">> <<click [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</click>><br> <<else>> <<click [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</click>><br> <</if>> <<elseif $enemyhealth lte 0>> The beast yelps and flees through the window.<br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<if $bus is "boys">> <<click [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</click>><br> <<else>> <<click [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</click>><br> <</if>> <</if>> :: School Toilets Encounter [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 1>> You tell them you went into the wrong room by mistake, and apologise. You leave the room before you get in trouble.<br><br> <<endevent>> <<click [[Next|School Toilets]]>><<set $eventskip to 1>><</click>><br> <<elseif $phase is 2>> "Oh, I'm in the wrong room?" You walk up to the <<person1>><<personcomma>> as close as you can without touching <<himstop>> "It's a good thing you're here. I should leave before someone takes advantage of my silliness."<br><br> "N-no, it's fine," the <<person>> says, averting <<his>> eyes and blushing. "We'll get out of your way." They leave the room, though the <<person2>><<person>> has to be pulled along by <<his>> wrist.<<promiscuity1>><br><br> <<endevent>> <<click [[Next|School Toilets]]>><<set $eventskip to 1>><</click>><br> <</if>> :: School Toilets Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 100>> You walk right up to the <<person>> and place your hand on <<his>> groin. "Silly me. I think I need to be punished, don't you?"<<promiscuity2>><br><br> <<endif>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<set $consensual to 0>> <<controlloss>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<molested>> The stall door swings open, and the <<person1>><<person>> drags you out to where <<his>> friends await.<br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|School Toilets Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Toilets Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|School Toilets Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Toilets Sex]]>><</click>></span><<nexttext>> <</if>> :: School Toilets Sex Finish [nobr] <<effects>> <<if $finish is 1>> The <<person3>><<person>> doesn't look happy as the other two pull <<him>> away from you. <<tearful>> you wave them goodbye.<br><br> <<clotheson>> <<endcombat>> <<if $bus is "boys">> <<click [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</click>><br> <<else>> <<click [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</click>><br> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $consensual is 1>> The three avoid eye contact with each other as they fix their clothing. <<tearful>> you wave them goodbye.<br><br> <<else>> The <<person1>><<person>> shoves you against the ground, and the three of them leave you lying there. The sound of their laughter soon disappears. <<tearful>> you struggle to your feet.<br><br> <</if>> <<clotheson>> <<endcombat>> <<if $bus is "boys">> <<click [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</click>><br> <<else>> <<click [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</click>><br> <</if>> <<elseif $enemyhealth lte 0>> The three recoil in pain, giving you a chance to escape. <<tearful>> you flee from the room. <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<clotheson>> <<endcombat>> <<click [[Next|School Toilets]]>><<set $eventskip to 1>><</click>> <</if>> :: School Toilets Clothes [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 1>> You hear them leave the room, taking your clothes with them.<br><br> <<storeclear>> <<endevent>> <<if $bus is "boys">> <<click [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</click>><br> <<else>> <<click [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</click>><br> <</if>> <<elseif $phase is 2>> You call out. "Wait! Those are mine." The footsteps cease.<br><br> <<if $playergenderappearance is "f" and $bus is "boys">> The <<person1>><<person>> speaks. "Girls aren't allowed in here. Open the door." <br><br> <<click [[Open it|School Toilets Sex]]>><<set $molestationstart to 1>><</click>><br> <<if $submissive lte 850>> <<click [[Demand|School Toilets Clothes]]>><<set $phase to 4>><</click>><br> <<else>> <<click [[Plead|School Toilets Clothes]]>><<set $phase to 5>><</click>><br> <</if>> <<elseif $playergenderappearance is "m" and $bus is "girls">> The <<person1>><<person>> speaks. "Boys aren't allowed in here. Open the door." <br><br> <<click [[Open it|School Toilets Sex]]>><<set $molestationstart to 1>><</click>><br> <<if $submissive lte 850>> <<click [[Demand|School Toilets Clothes]]>><<set $phase to 4>><</click>><br> <<else>> <<click [[Plead|School Toilets Clothes]]>><<set $phase to 5>><</click>><br> <</if>> <<else>> The <<person1>><<person>> speaks. "Oh? What will you do for us if we give them back?" <br><br> <<if $promiscuity gte 15>> <<click [[Offer your body|School Toilets Sex]]>><<set $molestationstart to 1>><</click>><br> <</if>> <<if $money gte 1500>> <<click [[Offer Money (£15)|School Toilets Clothes]]>><<set $money -= 1500>><<set $phase to 3>><</click>><br> <</if>> <<if $submissive lte 850>> <<click [[Demand|School Toilets Clothes]]>><<set $phase to 4>><</click>><br> <<else>> <<click [[Plead|School Toilets Clothes]]>><<set $phase to 5>><</click>><br> <</if>> <</if>> <<elseif $phase is 3>> You slip some money under the door, and after a brief pause the <<person>> speaks again. "Nice. Okay, we'll leave them where we found them. Come on." You hear them leave the room. <br><br> Once they're gone, you open the stall and peek out. Sure enough, your clothes are where you left them.<br><br> <<endevent>> <<if $bus is "boys">> <<click [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</click>><br> <<else>> <<click [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</click>><br> <</if>> <<elseif $phase is 4>> "Listen." You say. "Take my things and I'll find you and shove a rail spike up your worthless assholes."<br><br> Something in your tone affects them. "Calm down, you fucking psycho. We're just messing with you." Once they're gone you peek out the stall, and see your clothes safely where you left them.<br><br> <<endevent>> <<if $bus is "boys">> <<click [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</click>><br> <<else>> <<click [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</click>><br> <</if>> <<elseif $phase is 5>> You try to plead with them, but it's no use. "If you won't play ball," the <<person1>><<person>> says. "Why should we?" They laugh as they leave the room. You peek out the stall, and see an empty space where your clothes once were.<br><br> <<storeclear>> <<endevent>> <<if $bus is "boys">> <<click [[Next|School Boy's Toilets]]>><<set $eventskip to 1>><</click>><br> <<else>> <<click [[Next|School Girl's Toilets]]>><<set $eventskip to 1>><</click>><br> <</if>> <</if>> :: Hallways Low Status [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $rng gte 81>> <<generatey1>><<generatey2>><<generatey3>>A <<person1>><<person>> spots you first, and whispers to <<his>> friends. As you pass, three of them grab you and shove you against a locker.<br><br> <<click [[Next|Hallways Low Status Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<generatey1>>A <<person1>><<person>> spots you first, and whispers to <<his>> friends. They move away from you as you approach, as if you're infectious.<<gtrauma60>><<gstress60>><br><br> <<endevent>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Hallways Low Status Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcstrip>><<npcidlegenitals>> <<set $timer to 15>> <<if $delinquency lt 400>><<set $rescue to 1>><</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> No one comes to your aid, likely due to your reputation as a delinquent.<br><br> <</if>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $timer lte 1>> <span id="next"><<click [[Next|Hallways Low Status Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Hallways Low Status Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $uppertype is "naked" and $lowertype is "naked" and $undertype is "naked">> <span id="next"><<click [[Next|Hallways Low Status Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $uppertype is "naked" and $lowertype is "naked" and $undertype is "chastity">> <span id="next"><<click [[Next|Hallways Low Status Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Hallways Low Status Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Hallways Low Status Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Hallways Low Status Molestation]]>><</click>></span><<nexttext>> <</if>> :: Hallways Low Status Molestation Finish [nobr] <<if $enemyhealth lte 0>> They back off for a moment, shocked by your aggression. <<tearful>> you flee to safety.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Don't forget, this is all you're good for. Come on, let's go before someone thinks <<pshes>> with us." <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<elseif $alarm is 1 and $rescue is 1>> Your screaming seems to have impacted them. "Come on, we might catch something from this thing," the <<person1>><<person>> shoves you away, and the group leave you lying there. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <br><br> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<elseif $timer lte 0>> Adult voices appraoch, and the <<person1>><<person>> shoves you away before two teachers walk into view. <<tearful>> you pick yourself off the ground.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<else>> The <<person1>><<personcomma>> <<person2>><<person>> and <<person3>><<person>> back off from you, your clothes in their hands. Completely surrounded, you crouch and try to keep your <<lewdness>> concealed.<br><br> "Oh my god, you stripped <<phim>> naked!"<br><br> "<<pShes>> so embarrassed, look at <<phim>> squirm!"<br><br> <<if $submissive gte 1150>> "P-please give me my clothes back. It's cold," you say, kneeling and pressing your face against the ground. <br><br> "Now that's just pathetic," the <<person1>><<person>> says. "Why would you debase yourself further?" <<He>> drops your clothes on top of you. "Come on, this wretch is making me ill."<<tearful>> you clutch your clothing and find a quiet space to dress.<br><br> <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><</click>> <<elseif $submissive lte 850>> You glare at the students. "Give me back my clothes, this instant," you say with surprising confidence given your predicament.<br><br> The <<person1>><<person>> laughs "Oh no! We'd better do what <<pshe>> says!" <<He>> throws your clothing at a ceiling light, where it catches and remains suspended. "There you go!"<br><br> The students enjoy watching you jump and reach above you, whilst trying to keep yourself covered. You manage to knock the light askew, and your clothes come tumbling on top of you. <<tearful>> you clutch your clothing and find a quiet space to dress. <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><</click>> <<else>> "Come on," says the <<person1>><<personstop>> "I think that put <<phim>> in <<phim>> place." They leave you, taking your clothes with them. <<tearful>> you look around. You're alone.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><</click>> <</if>> <</if>> :: Hallways High Delinquency [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $rng gte 81>> You hear the <<person>> breathing behind you as you walk down the empty corridor, but <<he>> doesn't do anything.<br><br> <<endevent>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> <<else>> You hear the <<person>> breathing behind you as you walk down the empty corridor. You're halfway through when <<he>> quickens <<his>> pace and grabs you from behind. "Try calling for help," <<he>> says. "No one will come."<br><br> <<click [[Next|Hallways High Delinquency Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Hallways High Delinquency Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> No one comes to your aid, likely due to your reputation as a delinquent.<br><br> <</if>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Hallways High Delinquency Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Hallways High Delinquency Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Hallways High Delinquency Molestation]]>><</click>></span><<nexttext>> <</if>> :: Hallways High Delinquency Molestation Finish [nobr] <<if $enemyhealth lte 0>> You shove them against a locker, giving you a chance to escape. <<tearful>> you flee to safety.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "If you tell anyone, I'll say you attacked me. And who're they gonna believe?" <<tearful>> you struggle to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <</if>> :: Hallways Slap [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> You slap the <<person>> before <<he>> can get away, wiping the smirk off <<his>> face.<br><br> <<click [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</click>><br> :: Hallways Encounter [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> <<if $rng gte 81>> You make small talk. <<He>> seems nice enough, but when you turn to leave <<he>> grabs your arm. "I know a place we won't be disturbed," <<he>> says, running <<his>> eyes down your body.<br><br> <<if $promiscuity lte 14>> You aren't debauched enough to take up <<his>> offer.<br><br> <</if>> <<if $promiscuity gte 15>> <<click [[Accept|Hallways Encounter Sex]]>><<set $sexstart to 1>><</click>><<promiscuous2>><br> <</if>> <<click [[Refuse|Hallways]]>><<endevent>><<set $eventskip to 1>><</click>><br> <<else>> You make small talk. <<He>> seems nice enough.<br><br> <<click [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</click>><br> <</if>> :: Hallways Encounter Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 100>> You and the <<person>> find a storeroom for some privacy.<<promiscuity2>><br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Hallways Encounter Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Hallways Encounter Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Hallways Encounter Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Hallways Encounter Sex]]>><</click>></span><<nexttext>> <</if>> :: Hallways Encounter Sex Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "That was great," <<he>> says, panting. "See you around." <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<person>> staggers from the storeroom, looking confused and dejected. <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> The <<person>> looks dejected as <<he>> fixes <<his>> clothing and leaves the storeroom.<br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> :: Hallways Exposed Classroom [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> <<if $rng gte 81>> You crouch and peek through a classroom window. It's empty. Once inside you stand beside the door and listen for the voices to pass, but one of the groups stops nearby. "Maybe we could use this room." They're going to come inside.<br><br> You look around for a place to hide, but there's nowhere.<br><br> <<click [[Climb out the window|Hallways Exposed Window]]>><</click>><br> <<click [[Let yourself be found|Hallways Exposed Classroom Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> You crouch and peek through a classroom window. It's empty. Once inside you stand beside the door and listen for the voices to pass. <br><br> <<click [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</click>><br> <</if>> :: Hallways Exposed Lockers [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> You start checking the lockers, and soon find one that has been left unlocked. You hide inside.<br><br> <<if $rng gte 81>> You peek through the slits and see two groups of students pass right by you. <<generatey1>><<person1>>"I almost forgot," a <<person>> says. "I need to get something from my locker." <<He>> walks back to your hiding place, and reaches to open it.<br><br> <<He>> faces <<his>> friends as the locker door swings open, and fails to spot you stood exposed right in front of <<himstop>> "It's just my homework." You duck as <<he>> probes above you, still not looking. <<He>> grabs a folder and pulls away, shutting the door after <<himstop>> You hadn't realised you were holding your breath.<<gstress>><<garousal>><<gstress60>><<garousal60>><br><br> Once their voices subside, you gently push the door. It doesn't budge. You push harder. It still doesn't move. <<He>> locked it this time. Though your movement is restricted, you feel around the darkness for something that could help, and realise there's a cool draft around your feet. Investigating further, you find that the back of the locker is missing, and you can feel the brick wall of the school. The lower portion of which is coming loose.<br><br> <<endevent>> <<if $tentacledisable is "f">> <<click [[Kick through|Hallways Exposed Tentacles]]>><<set $molestationstart to 1>><</click>><br> <<else>> You break away the brickwork, and the draft increases in strength. Knocking away all the loose bricks leaves a hole maybe just big enough for you. You put one leg through, then the other, then slowly wiggle your way further down.<br><br> <<click [[Next|Industrial Drain]]>><<set $eventskip to 1>><</click>><br> <</if>> <<else>> You peek through the slits and see two groups of students pass right by you. You wait for their voices to fade.<br><br> <<click [[Leave|Hallways]]>><<endevent>><<set $eventskip to 1>><</click>><br> <</if>> :: Hallways Exposed Window [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> You run to the window and throw it open. You don't have enough time to be sure, but it looks safe. You climb out and drop to the pavement below.<br><br> <<click [[Next|Industrial alleyways]]>><<endevent>><</click>><br> :: Hallways Exposed Classroom Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<generatey1>><<generatey2>><<generatey3>><<generatey4>><<man1init>> <<if $delinquency lt 400>><<set $rescue to 1>><</if>> A group of four students enter the room. They stop for a moment to behold you, before deciding they want to do more than just look.<br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> No one comes to your aid, likely due to your reputation as a delinquent.<br><br> <</if>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Hallways Exposed Classroom Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Hallways Exposed Classroom Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Hallways Exposed Classroom Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Hallways Exposed Classroom Molestation]]>><</click>></span><<nexttext>> <</if>> :: Hallways Exposed Classroom Molestation Finish [nobr] <<if $enemyhealth lte 0>> They back off for a moment, shocked by your aggression. <<tearful>> you flee to safety.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "What did you expect? Hanging around like that." <<tearful>> you rise to your feet and watch them leave.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<elseif $alarm is 1 and $rescue is 1>> The <<person1>><<person>> loses their nerve. "Come on, we don't want to get caught," <<he>> says as <<he>> shoves you away. <<tearful>> you rise to your feet and watch them leave.<br><br> <<clotheson>> <<endcombat>> <br><br> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <</if>> :: Hallways Exposed Tentacles [nobr] <<set $outside to 1>><<set $location to "forest">> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<set $tentacleno to 4>> <<set $tentaclehealth to 15>> <<tentaclestart>> You break away the brickwork, and the draft increases in strength. Knocking away all the loose bricks leaves a hole maybe just big enough for you. You put one leg through, then the other, then slowly wiggle your way further down. You're wondering if the school has a basement when something strokes your <<bottomstop>><br><br> <</if>> <<effects>> <<effectstentacles>> <<tentacles>> <<statetentacles>> <<actionstentacles>> <<if $activetentacleno lte ($tentacleno / 2)>> <span id="next"><<click [[Next|Hallways Exposed Tentacles Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Hallways Exposed Tentacles]]>><</click>></span><<nexttext>> <</if>> :: Hallways Exposed Tentacles Finish [nobr] <<effects>> The tentacles withdraw from you, leaving you hanging there. Without their support, the rest of the wall gives way, and you tumble down. <<tearful>> you struggle to your feet and look around. <<clotheson>> <<endcombat>> <<click [[Next|Industrial Drain]]>><<set $eventskip to 1>><</click>><br> :: School Gate Exit [nobr] <<set $outside to 0>><<effects>><<set $lock to 200>> The school gate is shut and sealed by a sturdy padlock.<br><br> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Oxford Street]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|School Front Playground]]>><</click>><br> :: School Lockers [nobr] <<set $outside to 0>><<schooleffects>><<effects>><<set $lock to 0>> The school lockers are notoriously easy to break into.<br><br> <<if $schoolstate isnot "early" and $schoolstate isnot "late" and $schoolstate isnot "earlynoschool" and $schoolstate isnot "latenoschool" and $schoolstate isnot "daynoschool">> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Break into them (0:30)|School Lockers Sneak]]>><<pass30>><<crime30>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<else>> During school there may be valuables left inside them.<br><br> <</if>> <<click [[Leave (0:01)|Hallways]]>><<pass1>><</click>><br> :: School Lockers Sneak [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $rng gte 81>> You successfully pick the locks. <<if $skulduggery lt 100>> <<skulduggeryskilluse>><<set $skulduggery += 5>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> <br><br> You find £6 worth of coins scattered around. Probably meant for bus fare.<br><br> <<click [[Take it|School Lockers]]>><<set $money += 600>><<crime1>><</click>><<crime>><br> <<click [[Leave|School Lockers]]>><</click>><br> <<elseif $rng gte 61>> You successfully pick the locks. <<if $skulduggery lt 100>> <<skulduggeryskilluse>><<set $skulduggery += 5>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> <br><br> There's nothing of interest inside the lockers. Just some pens and pencils strewn around.<br><br> <<click [[Leave|School Lockers]]>><</click>><br> <<elseif $rng gte 41>> You successfully pick the locks. <<if $skulduggery lt 100>> <<skulduggeryskilluse>><<set $skulduggery += 5>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> <br><br> A bit of rummaging uncovers £30.<br><br> <<click [[Take it|School Lockers]]>><<set $money += 3000>><<crime5>><</click>><<crime>><br> <<click [[Leave|School Lockers]]>><</click>><br> <<elseif $rng gte 21>> You successfully pick the locks. <<if $skulduggery lt 100>> <<skulduggeryskilluse>><<set $skulduggery += 5>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> <br><br> You rummage through the belongings, but find nothing of value.<br><br> <<click [[Leave|School Lockers]]>><</click>><br> <<else>> You successfully pick the locks. <<if $skulduggery lt 100>> <<skulduggeryskilluse>><<set $skulduggery += 5>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> <br><br> <<if $schoolstate isnot "early" and $schoolstate isnot "late" and $schoolstate isnot "earlynoschool" and $schoolstate isnot "latenoschool" and $schoolstate isnot "daynoschool">> <<generatey1>>You are rummaging through some belongings when you hear a voice behind you. "Hey, that's my locker!" The voice belongs to a <<person1>><<personcomma>> who looks angry at your intrusion.<br><br> <<click [[Apologize|School Lockers Apology]]>><<lcool10>><</click>><<lcool>><br> <<click [[Lie|School Lockers Lie]]>><<detention30>><</click>><<gdelinquency>><br> <<click [[Fight|School Lockers Fight]]>><<set $fightstart to 1>><</click>><br> <<else>> There's nothing of interest inside the lockers. Just some pens and pencils strewn around.<br><br> <<click [[Leave|School Lockers]]>><</click>><br> <</if>> <</if>> :: School Lockers Apology [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You look down at your feet in shame. "S-sorry. I just wanted a look."<br><br> The <<person>> is not impressed, but doesn't seem as angry. "Just piss off," <<he>> says, looking through <<his>> belongings. Probably checking if anything is missing.<br><br> <<click [[Next|School Lockers]]>><<endevent>><</click>><br> :: School Lockers Lie [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You feign confusion. "Your locker? I thought this was mine. Silly me."<br><br> "Your locker is nowhere near here, I'm not stupid," <<he>> says, looking through <<his>> belongings. Probably checking if anything is missing.<br><br> <<click [[Next|School Lockers]]>><<endevent>><</click>><br> :: School Lockers Fight [nobr] <<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust - 100>> <<set $enemyhealthmax -= 100>> <<set $enemyhealth -= 100>> <<set $enemyanger += 100>> <<npcidlegenitals>> "Oh yeah," you say. "What are you gonna do about it?" <<He>> runs and collides with you, sending you both tumbling to the ground. <br><br> <<set $timer to 10>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $timer lte 0>> <span id="next"><<click [[Next|School Lockers Fight Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|School Lockers Fight Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Lockers Fight Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Lockers Fight]]>><</click>></span><<nexttext>> <</if>> :: School Lockers Fight Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The climax seems to have robbed <<him>> of <<his>> remaining anger. "Just don't do it again," <<he>> says, looking sheepish. <<tearful>> you rise to your feet as <<he>> closes <<his>> locker and walks away.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> "N-no more! You win," <<he>> says tearfully as <<he>> flees the scene. <<tearful>> you stand tall and triumphant.<<ltrauma>><<lstress>><<gcool>><<ltrauma60>><<lstress60>><<gcool1>><br><br> <<clotheson>> <<endcombat>> <<elseif $timer lte 0>> <<endevent>> <<leighton>><<person1>>Leighton storms onto the scene, and physically separates the two of you. "This is completely unacceptable," <<he>> says, looking at you. "I'll see you in my office after school, perhaps I can teach you how to act civil." <<gdelinquency>><<detention40>><br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|School Lockers]]>><</click>> :: Bully Locker [nobr] <<effects>> You're pushed into the locker. <<He>> slams it shut and you hear the lock click. "Maybe the time alone will teach you manners." They leave you trapped there.<<endevent>><br><br> Half an hour passes before a <<generatey1>><<person1>><<person>> unwittingly frees you, jumping back in shock as you step out. <<covered>> <<pass30>> <<if $submissive gte 1150>> You scurry past <<him>> without looking. <<elseif $submissive lte 850>> "Took long enough," you say, leaving them dumbstruck. <<else>> "Thanks," you say as you hurry past them, leaving them dumbstruck. <</if>> <br><br> <<clotheson>> <<click [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</click>><br> :: Bully Fight [nobr] <<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust - 100>> <<set $enemyanger += 200>> <<npcidlegenitals>><<set $mouthuse to "lefthand">><<set $lefthand to "mouth">> You shove Whitney away and try to escape, but <<he>> grabs you from behind and wraps <<his>> arm around your mouth. <br><br> <<if $delinquency lt 400>><<set $rescue to 1>><</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> No one comes to your aid, likely due to your reputation as a delinquent.<br><br> <</if>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Bully Fight Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Bully Fight Finish]]>><</click>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Bully Fight Finish]]>><</click>></span><<nexttext>> <<elseif $pain gte 100>> <span id="next"><<click [[Next|Bully Fight Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Bully Fight]]>><</click>></span><<nexttext>> <</if>> :: Bully Fight Finish [nobr] <<if $enemyhealth lte 0>> You push <<him>> to the ground, giving you a chance to escape. <<tearful>> you shove <<his>> friends aside and flee to safety.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "You... stupid..." <<he>> pants, leaning against a locker. <<His>> friends are so bemused by <<his>> state that they don't notice you slip away. <<tearful>> you escape to safety.<<llust>><<set $whitneylust -= 20>><br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<elseif $alarm is 1 and $rescue is 1>> Your cry echoes down the corridor. "Crybaby," Whitney says. "We'll get you next time." <<He>> and <<his>> friends leave. <<tearful>> you struggle to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<else>> You're too battered and bruised to resist.<br><br> <<endcombat>> <<whitney>><<person1>> <<if $bullyevent is 3>> <<click [[Next|Bully Top]]>><</click>> <<elseif $bullyevent is 4>> <<click [[Next|Bully Strip]]>><</click>> <<elseif $bullyevent is 5>> <<click [[Next|Bully Strip]]>><</click>> <<elseif $bullyevent is 6>> <<click [[Next|Bully Oral]]>><<set $molestationstart to 1>><</click>> <<elseif $bullyevent is 7>> <<click [[Next|Bully Detention]]>><</click>> <<else>> <<click [[Next|Bully Locker]]>><</click>> <</if>> <</if>> :: Bully Top [nobr] <<effects>> <<if $uppertype isnot "naked">> Whitney <<pullsup>> your $upperclothes, revealing your <<breasts>> to <<him>> and <<his>> friends. <<else>> Whitney stands back to observe your exposed <<breastsstop>> <</if>> <<if $playergenderappearance is "m">> "Nice," <<he>> says as <<he>> holds your top, preventing you from covering back up. "See this everyone? This is what a bitch boy's nipples look like." <<elseif $breastsize lte 2>> "<<pShes>> so small!" <<he>> exclaims as <<he>> holds your top, preventing you from covering back up. "How can you call yourself a girl with those little things?" <<elseif $breastsize lte 5>> "You've got a nice pair," <<he>> says as <<he>> holds your top, preventing you from covering back up. "Don't be shy, tits like these need to be shown off." <<else>> "Did you escape from a barn?" <<he>> says as <<he>> holds your top, preventing you from covering back up. "Don't be shy, let me show off your cow tits." <</if>> <<He>> shoves you aside. They jeer at you for a moment before leaving you to cover yourself.<<set $whitneylust += 5>><<glust>> <br><br> <<click [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</click>><br> :: Bully Strip [nobr] <<effects>> <<if $undertype is "naked">> <<if $leftarm is "bound" and $rightarm is "bound">> Whitney and <<his>> friends tear off your clothing. You turn to keep your <<genitals>> and <<breasts>> concealed as best you can. <<else>> Whitney and <<his>> friends tear off your clothing. You keep your <<genitals>> and <<breasts>> concealed as best you can. <</if>> <<else>> <<if $leftarm is "bound" and $rightarm is "bound">> Whitney and <<his>> friends tear off your clothing. You turn to keep your <<genitals>> and <<breasts>> concealed as best you can. <<else>> Whitney and <<his>> friends tear off your clothing. You keep your <<genitals>> and <<breasts>> concealed as best you can. <</if>> <</if>> <<uppernaked>> <<lowernaked>> <br><br> <<if $bullyevent is 5>> The crowd gawks at you, taking in your bare skin. Whitney beholds you, savouring the feel of having control of your clothing. "Let's go for a walk," <<he>> says. "You don't have to, but I'll be taking your clothes with me."<br><br> <<click [[Go along with it|Bully Walk]]>><<gtrauma60>><<gstress60>><<lcool10>><<set $whitneydom += 1>><</click>><<lcool>><<gtrauma>><<gstress>><<gdom>><br> <<if $exhibitionism gte 75>> <<click [[Flaunt|Bully Walk Flaunt]]>><<set $whitneydom += 1>><<set $whitneylove += 1>><</click>><<exhibitionist5>><<glove>><<gdom>><br> <</if>> <<click [[Refuse|Bully Refuse]]>><</click>><br> <<else>> The crowd gawks at you, taking in your bare skin. Whitney beholds you, savouring the feel of having control of your clothing. "Don't forget your place." <<He>> tosses your clothes on top of a locker, high enough that you'll need to stretch. You manage to reach them, but your <<breasts>> are exposed in the process, eliciting a cheer from the audience.<br><br> They lose interest once you're dressed, "Come on, we've wasted enough time with this loser." They leave you in peace. For now.<<set $whitneylust += 5>><<glust>> <br><br> <<click [[Next|Hallways]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</click>><br> <</if>> :: Bully Walk [nobr] <<effects>> You start walking with Whitney and <<his>> friends. They push you to the front, making sure you're exposed to anyone you meet. Whitney stands at your side, clutching your arm. <<if $leftarm is "bound" and $rightarm is "bound">> <<else>> You cover yourself with your other hand. <</if>> <br><br> You're steered round a corner and into a corridor full of <<peopleystop>> <<covered>> A nearby <<persony>> looks at you and gasps in shock. Others have a similar reaction. As the noise grows more turn to look, until everyone is watching you.<br><br> Some look away, going red in the face. Most though are keen to take in the sight of the <<if $undertype is "naked">>naked<<else>>nearly naked<</if>> <<girl>> being marched down the center.<br><br> "Don't be shy," Whitney says to the audience. "It's free to look." <<He>> stands behind you and grabs your other arm, forcing your hips forward to expose your body more completely to the hormone-addled crowd. At last, <<he>> pushes you to the ground and dumps your clothes on top of you. <<tearful>> you run from the corridor, and keep running until you find yourself alone once more.<<set $whitneylust += 5>><<glust>><br><br> <<fameexhibitionism50>> <<click [[Next|Hallways]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</click>><br> :: Bully Refuse [nobr] <<effects>> "Suit yourself," <<he>> says. "I'm sure we'll hear stories of the pervert <<girl>> wandering the halls." They leave you stood in the middle of the corridor with your <<lewdness>> on display. There's no one else around.<<set $whitneylust += 5>><<glust>><br><br> <<stealclothes>> <<endevent>> <<click [[Next|Hallways]]>><</click>><br> :: Rear Playground Dog [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "dog">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Rear Playground Dog Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Rear Playground Dog Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Rear Playground Dog]]>><</click>></span><<nexttext>> <</if>> :: Rear Playground Dog Finish [nobr] <<set $outside to 0>><<set $location to "school">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the dog bounds away from you. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<playground>> <<elseif $enemyhealth lte 0>> The dog whimpers and flees. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<playground>> <</if>> :: Park Tunnel [nobr] <<effects>><<set $outside to 0>> <<set $parktunnelintro to 1>> You search for the old tunnel you read about. You find it behind an outbuilding, obscured by trees and moss. You peer into the dark, and see a distant light at the end. You walk through and try to ignore the damp smell, until you emerge back into the light. You're in the park.<br><br> <<parkquick>> :: School Drain [nobr] <<effects>><<set $outside to 0>> <<set $schooldrainintro to 1>> There's a shaft hidden beneath the rubber flooring that should lead to the town's storm drain system. You peel back the floor and open the hatch, before climbing down into the dark. The sound of running water grows stronger.<br><br> <<click [[Next|Commercial Drain]]>><</click>><br> :: Head's Computer [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You enter the username and password you discovered in the note and log into Leighton's computer. You find nothing at first, just boring spreadsheets, until you find a folder simply titled "D".<br><br> <<darryl>><<person1>>It contains thousands of images of a <<if $pronoun is "m">>boy<<else>>girl<</if>> with black hair in various states of undress. <<He>> looks distressed in some of the pictures but <<his>> expression is blank in others. The pictures are arranged in order of date and appear to be from several years ago. Whatever was happening went on for many months.<br><br> Leighton makes an appearance in the later pictures, sometimes posing with <<himcomma>> but other times groping and fondling. From <<his>> outfit, it looks like <<he>> was a student here.<br><br> <<click [[Copy to flash drive|Head's Computer Flash]]>><</click>><br> :: Head's Computer Flash [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You copy the files. Now to decide what to do with them.<br><br> <<set $headdrive to 1>> <<click [[Next|Hallways]]>><<endevent>><</click>><br> :: Head's Office Blackmail [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $phase is 1>> Leighton looks up from <<his>> desk as you enter. "How can I help you?"<br><br> <</if>> <<if $submissive lte 850>> You give <<him>> a wicked smile. "I've been on your computer," you say. "I've seen what you keep there. I made copies."<br><br> <<elseif $submissive gte 1150>> You can't bring yourself to look <<him>> in the eye. "I-I've seen what you did to that student. On your computer," you manage to say. "I-I made copies." <<else>> "I've been on your computer," you say. "I've seen what you did to that student. I made copies." <</if>> <br><br> <<crime1000>> <<He>> stares at you, not moving a muscle. Then <<he>> glances at the door, and sizes you up. <<He>> seems to think better of whatever <<he>> was planning however and sighs, "What do you want?"<br><br> <<set $leightondom -= 10>> <<set $leightonlove -= 10>> <<click [[Your watch|Head's Office Money]]>><</click>><br> <<click [[No detention|Head's Office No Detention]]>><</click>><br> <<if $schoolfameboard isnot 1 and $schoolfameblackmail isnot undefined>> <<click [[No more photoshoots|Head's Office No Photoshoots]]>><</click>><br> <<if $exhibitionism gte 55>> <<click [[Pay me for photoshoots|Head's Office Pay Photoshoots]]>><</click>><<exhibitionist4>><br> <</if>> <</if>> :: Head's Office Money [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> "My watch?" <<he>> says. "But this is a genuine... Fuck." <<He>> removes <<his>> watch and chucks it at you. "This had better be the last I hear of it, or you'll pay dearly. Now get out."<br><br> This watch should be worth a fair bit if you could find a buyer.<<ggcontrol>><br><br> <<set $blackmoney += 5000>><<set $headmoney to 1>><<control 25>><<endevent>><<set $submissive -= 10>> <br><br> <<click [[Next|Hallways]]>><</click>><br> :: Head's Office No Detention [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> "That's it?" <<he>> says. "Fine. Less work for me anyway. This had better be the last I hear of it, or you'll pay dearly."<br><br> You leave the office. That's one less problem to worry about.<<ggcontrol>><br><br> <<set $headnodetention to 1>><<control 25>><<endevent>><<set $submissive -= 10>> <br><br> <<click [[Next|Hallways]]>><</click>><br> :: Maths Event Bite [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You turn and bite River's hand. You feel your fangs sink into <<his>> flesh.<br><br> <<He>> screams and lurches away from you, clutching <<his>> injury. <<He>> stares at you with wide eyes, seemingly lost for words. Most of the class look amused. "You... Det..." <<he>> stammers. "Detention." <<He>> walks to the front of the class, taking a detour around you, and rummages in <<his>> desk for a bandage.<br><br> <<endevent>> <<click [[Next|Maths Lesson]]>><</click>><br> :: Maths Event Endure [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You remain still on your seat, and endure River's rude tugging. It doesn't take long for <<him>> to give up. "I don't know how these are stuck on, but I want them gone," <<he>> says. <<He>> continues <<his>> march down the classroom, leaving your ears and scalp sore.<br><br> <<endevent>> <<click [[Next|Maths Lesson]]>><</click>><br> :: English Events Own [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> "What's the matter <<sircomma>>" you say. "Jealous?" The giggling becomes laughter.<<promiscuity3>><br><br> "You kids have a strange idea of humour," Doren says, shaking <<his>> head.<br><br> <<endevent>> <<click [[Next|English Lesson]]>><</click>><br> :: English Events Stare [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You stare down at your hands and try to ignore the laughter. Doren looks at the <<person2>><<person>> "You know I don't like giving detention," <<person1>><<he>> says. "But you're making it hard for me to avoid." <<person2>>The <<person>> looks away, smirking.<br><br> <<if $dorenhonest isnot 1>> <<person1>>Doren looks back at you. "I'd like to speak to you outside. Come on." You follow <<him>> from the classroom, keeping your head bowed and knowing everyone must be staring at you.<br><br> <<He>> shuts the door behind you and speaks in an uncharacteristically quiet tone. "Is everything alright <<lasscomma>> or is there something you want to tell me about?"<br><br> <<click [[Be honest|English Events Honest]]>><<set $dorenlove += 1>><<gstress60>><<ltrauma60>><</click>><<gstress>><<ltrauma>><br> <<click [[Say you're fine|English Events Fine]]>><</click>><br> <<else>> <<endevent>> <<click [[Next|English Lesson]]>><</click>><br> <</if>> :: English Events Honest [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<set $dorenhonest to 1>> You tell Doren that you've been attacked numerous times, and that you don't feel able to cope. Saying it out loud makes you feel dizzy. You don't go into details, but make it clear how trapped you feel.<br><br> You realise you're sat on the floor, being held up by Doren's arm. You don't remember falling. "It's okay <<lasscomma>> I've got you." <<He>> pulls a phone out of <<his>> pocket and calls someone. "Hello? Yes. I need someone to cover my class. Yes it's an emergency. No. Goodbye." <<He>> puts the phone away.<br><br> <<He>> helps you to your feet. "I want to take you somewhere they can help, okay?" <<He>> takes your hand and together you walk away from class. <<He>> leads you outside to <<his>> parked car. "Climb aboard. It's not a long trip."<br><br> <<click [[Climb aboard (0:05)|English Events Police]]>><<pass5>><</click>><br> :: English Events Fine [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You put on a brave face and tell <<him>> you're fine. "Okay. If you say so," <<he>> says. "Now let's get back to class before they break a window."<br><br> <<endevent>> <<click [[Next|English Lesson]]>><</click>><br> :: English Events Police [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> Doren drives to Barb street and pulls up outside the police station. "I know this is hard for you, but you need to tell them what you told me." You leave the car and enter the station.<br><br> <<generate3>><<person3>>A <<person>> sits at the desk, wearing an officer's uniform. <<He>> doesn't glance up as you enter. Doren knocks on the surface, hard enough that a pencil rolls onto the floor. <<person1>>"We've got a crime to report," <<he>> says. "Maybe several."<br><br> The officer looks up. "There's a queue," <<person3>><<he>> says.<br><br> Doren looks around the empty room. "Doesn't look like a queue to me."<br><br> "A backlog then," the officer replies. "We can't help you for three years."<br><br> "Three years!?" Doren slams <<person1>><<his>> fist into the desk, knocking over a mug this time. "This <<girl>> was ra..." <<he>> catches <<himselfstop>> "<<pShe>> was attacked. More than once. You're telling me you can't do anything?"<br><br> "We can. In three years," <<person3>><<he>> types something into <<his>> computer. "We already have you on record. We'll contact you when we're ready to take your report. Have a nice day."<br><br> <<click [[Next|Doren Intro]]>><</click>><br> :: Doren Intro [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $dorenintro to 1>> <<person1>>Doren turns to you once outside the station. "I'm so sorry," <<he>> says. "I thought they'd be more helpful. Now I've just stressed you out for no reason." <<He>> looks up and behind you, at one of the tall buildings on the street. "I know." <<He>> takes you by the hand and leads you towards it.<br><br> You climb to the fifth floor. Doren unlocks one of the doors along the corridor and holds it open for you. The interior is quite spartan. There's an old television covered in a film of dust and a sofa, but little else. "This is my flat," <<he>> says. "I only really come here to sleep. I like being out and about." <<He>> walks over to the closed blinds and lets the light in. "I didn't know where else to take you. I can't just forget what you told me." <<He>> walks over to what you think is the kitchen. "Make yourself at home. Just gonna get a drink."<br><br> You sit on the sofa, disturbing some dust. Doren sits beside you and passes you a glass of water.<br><br> <<click [[Confide and cry (1:00)|Doren Intro Cry]]>><<pass60>><<ltrauma60>><<lstress60>><<set $dorenlove += 1>><<set $dorendom += 1>><</click>><<ggcontrol>><<ltrauma>><<lstress>><br> <<click [[Just talk (1:00)|Doren Intro Talk]]>><<pass60>><<ltrauma60>><<lstress60>><<set $dorenlove += 1>><</click>><<ltrauma>><<lstress>><br> :: Doren Intro Cry [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> Feeling safe, you cry in <<his>> arms. As the sobs subside you share some of the horrible things people have done to you. It's painful to talk about, but you feel cathartic afterwards.<<control 25>><br><br> Doren pulls away from you and smiles. "I need to get back to school or I'll be in trouble." You look at the clock on the wall and realise a whole hour has passed. "I'm not home often, but if you visit between four and five in the afternoon I should be here. Visit as often as you like. Every day if you want. I mean it."<br><br> <<He>> drives you back to school and waves goodbye in the front playground. You feel guilty for having spent so much of <<his>> time, but <<he>> doesn't seem to mind.<br><br> <<endevent>> <<click [[Return to school (0:05)|School Front Playground]]>><<pass5>><</click>><br> :: Doren Intro Talk [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You talk with Doren over a variety of topics. <<He>> soon takes over the conversation, regaling you with personal stories. <<He>> seems to live an adventurous life.<br><br> <<He>> smiles at you. "I need to get back to school or I'll be in trouble." You look at the clock on the wall and realise a whole hour has passed. "I'm not home often, but if you visit between four and five in the afternoon I should be here. Visit as often as you like. Every day if you want. I mean it."<br><br> <<He>> drives you back to school. You feel guilty for having spent so much of <<his>> time, but <<he>> doesn't seem to mind.<br><br> <<endevent>> <<click [[Return to school (0:05)|School Front Playground]]>><<pass5>><</click>><br> :: Doren Entrance [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $hour is 16>> You climb to Doren's flat and knock on the door. <<doren>><<person1>><<He>> answers it, smiling. "Glad to see you! Come on in." You enter the flat and sit on the sofa. "What would you like to do?" <<he>> says.<br><br> <<click [[Cry (1:00)|Doren Cry]]>><<ltrauma60>><<lstress60>><<set $dorenlove += 1>><<set $dorendom += 1>><<pass60>><</click>><<gcontrol>><<ltrauma>><<lstress>><br> <<click [[Talk (1:00)|Doren Talk]]>><<ltrauma60>><<lstress60>><<set $dorenlove += 1>><<pass60>><</click>><<ltrauma>><<lstress>><br> <<else>> You climb to Doren's flat and knock on the door. There's no answer. <<doren>><<person1>><<He>> said <<he>> would be home at four in the afternoon.<br><br> <<endevent>> <<click [[Leave|Barb Street]]>><</click>><br> <</if>> :: Doren Cry [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You lean into <<him>> and sob. <<He>> takes you in <<his>> arms and holds you steady. You don't say anything, but after an hour you're feeling much better.<<control 10>><br><br> <<if $rng gte 81 and $dorenlove gte 10>> <<He>> pulls away from you. "I have to get ready now." <<He>> pauses a moment. "You can come with me if you like. I'm just going for a jog."<br><br> <<click [[Go for a jog (1:00)|Doren Jog]]>><<set $dorenlove += 1>><<lstress60>><<ltrauma60>><<pass30>><</click>><br> <<click [[Leave|Barb Street]]>><<endevent>><</click>><br> <<else>> <<He>> pulls away from you. "I have to get ready now. People are expecting me. It was nice seeing you, you can come back tomorrow if you like."<br><br> <<endevent>> <<click [[Next|Barb Street]]>><</click>><br> <</if>> :: Doren Talk [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You chat with Doren over a variety of topics. <<Hes>> either very interested in what you have to say, or good at appearing so.<br><br> <<if $rng gte 81 and $dorenlove gte 10>> <<He>> stands up. "I have to get ready now." <<He>> pauses a moment. "You can come with me if you like. I'm just going for a jog."<br><br> <<click [[Go for a jog (1:00)|Doren Jog]]>><<set $dorenlove += 1>><<lstress60>><<ltrauma60>><<pass30>><</click>><<ltrauma>><<lstress>><br> <<click [[Leave|Barb Street]]>><<endevent>><</click>><br> <<else>> <<He>> stands up. "I have to get ready now. People are expecting me. It was nice seeing you, you can come back tomorrow if you like."<br><br> <<endevent>> <<click [[Next|Barb Street]]>><</click>><br> <</if>> :: Doren Jog [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> Doren puts on a pair of running shoes. "Don't worry, we're not gonna go hard."<br><br> Together you jog around town. <<He>> shows you several paths through alleyways you didn't know existed. "It's great to have some company," <<he>> says at one point.<br><br> <<He>> stops beside the toilets in the park. "Just need a quick break. Won't be long." You're thankful for a break yourself.<<physique3>><br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> You're waiting outside when a <<generate2>><<person2>><<person>> walks up to you. "Hey <<girlcomma>> you all alone?" <<he>> says, resting an arm next to your head. <<He>> glances around to see if anyone's watching. "How about we find somewhere private?"<br><br> <<He>> tries to pull you into the toilets, just as Doren comes out. <<person1>>Doren takes one look at the <<person2>><<personcomma>> then punches <<him>> in the jaw.<br><br> The <<person>> falls backwards, clutching <<his>> face. Doren stands over <<him>> and grabs <<his>> collar. "stay the fuck away from <<phim>> you creep, or I'll twist your head right off. Come on, let's go before someone sees. Might look bad."<br><br> <<else>> <<He>> didn't lie, and is back in less than a minute. "Come on <<lasscomma>> no time to waste!" You jog after <<himstop>><br><br> <</if>> <<endevent>><<doren>><<person1>> You continue to jog through town, and end up back at Barb Street. You stop outside Doren's building. "Thanks for coming along," <<he>> pants. "You can come up and shower if you like. I don't mind waiting."<<physique3>><<pass30>><br><br> <<click [[Shower (0:20)|Doren Shower]]>><<pass20>><</click>><br> <<click [[Say goodbye|Doren Shower Refuse]]>><</click>><br> :: Doren Shower [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You enter Doren's flat once more. "It's just through there," <<he>> says. "Take your time. I'll find something to keep me occupied."<br><br> You enter the bathroom and strip. You notice there's only one towel on the rack.<br><br> <<uppernaked>><<lowernaked>><<undernaked>> <<click [[That's not a problem|Doren Shower 1]]>><</click>><br> <<click [[Dress and ask for a fresh one|Doren Shower 2]]>><</click>><br> <<if $exhibitionism gte 55>> <<click [[Remain naked and ask for a fresh one|Doren Shower 3]]>><</click>><<exhibitionist4>><br> <</if>> :: Doren Shower Refuse [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You thank Doren but say you'll wash at home. "Alright," <<he>> says. "Thanks for the company. You can come by tomorrow if you like."<br><br> <<endevent>> <<click [[Next|Barb Street]]>><</click>><br> :: Doren Shower 1 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<wash>> You wash until you're squeaky clean.<br><br> Doren smiles at you on your way out. "Come back tomorrow if you like."<br><br> <<endevent>> <<click [[Next|Barb Street]]>><<clothesontowel>><</click>><br> :: Doren Shower 2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<clothesontowel>><<wash>> You dress and ask Doren for a fresh towel. "Sorry <<lasscomma>> I forget that might bother some people. I've a fresh one around here somewhere."<br><br> New towel in hand, you return to the shower and wash until you're squeaky clean.<br><br> Doren smiles at you on your way out. "Come back tomorrow if you like."<br><br> <<endevent>> <<click [[Next|Barb Street]]>><</click>><br> :: Doren Shower 3 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You leave your clothes in the bathroom and step into the hallway, feeling a thrill as you do. You walk to the front room, where Doren is still taking off <<his>> shoes. "Need something la..." <<he>> cuts off as soon as <<he>> looks up and sees you, <<lewdness>> on display. "I think you, ah, forgot something." <<He>> averts <<his>> gaze.<<exhibitionism4>> <<if $submissive gte 1150>> "Could I please have a fresh towel?" you say, as if nothing is amiss. <<elseif $submissive lte 850>> "Gimme a fresh towel," you say, as if nothing is amiss. <<else>> "Could I have a fresh towel?" you say, as if nothing is amiss. <</if>> <br><br> "Of course," <<he>> says. "I forget that's something people might want." <<He>> gets a fresh towel from the kitchen, and stares at the corner of the room while handing it to you. "You do realise you're naked, right?"<br><br> <<if $submissive gte 1150>> "It's fine. I feel safe here, with you," you reply, smiling shyly. <<elseif $submissive lte 850>> "I'm not wasting time dressing just to fetch a towel," you reply. <<else>> "Yes. I hope you don't mind." you reply. <</if>> <br><br> "It's not a problem," <<he>> says, still not looking at you. "Just caught me off guard is all."<br><br> You return to the shower and wash until you're squeaky clean.<br><br><<wash>> Doren smiles at you on the way out. "Come back tomorrow if you like."<br><br> <<endevent>> <<click [[Next|Barb Street]]>><<clothesontowel>><</click>><br> :: History Lesson Conceal [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $submissive gte 1150>> "I-I can't... I can't tell you." You say, hunching to conceal the collar around your neck.<br><br> <<elseif $submissive lte 850>> "Mind your own business," you say.<br><br> <<else>> "I can't tell you," you say.<br><br> <</if>> "Fine," says Winter. "Whatever it is, you can show Leighton in Detention." <br><br> <<endevent>> <<click [[Next|History Lesson]]>><</click>><br> :: History Lesson Collar [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $submissive gte 1150>> "I-It's my collar," you say.<br><br> <<elseif $submissive lte 850>> "It's a collar. What's it to you?" you say.<br><br> <<else>> "It's just a collar," you say.<br><br> <</if>> <<He>> reaches down and picks up the leash. "And this? What would possess you to wear such a thing?" Pretty much the entire class is watching now. "Do you like to roleplay as a dog?" Someone giggles, which distracts Winter. "Quiet! Now, where was I..." <<He>> commences <<his>> droning. <br><br> <<endevent>> <<click [[Next|History Lesson]]>><</click>><br> :: Events Swimming Freed [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> You swim to the side of the pool and turn around. Mason kneels and cuts through your bindings. "There. I hope another student didn't do this to you." <<He>> steps away.<br><br> <<endevent>> <<click [[Next|Swimming Lesson]]>><</click>><br> :: Events Swimming Freed Refuse [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> <<if $submissive gte 1150>> "N-no," you say. "I should stay tied up." <<elseif $submissve lte 850>> "Did I ask for help?" you say, glaring at the teacher. <<else>> "I'm fine. Thanks," you say. <</if>> <br><br> Mason looks confused. "If you're sure. I don't think there's a rule forbidding bound arms while swimming. Just be careful, okay?"<br><br> <<endevent>> <<click [[Next|Swimming Lesson]]>><</click>><br> :: Events Shades Hand [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> You hand river the shades. "Good. You'll get them back, the way you dress outside school is your parent's business. Here though, you abide by the rules." <<He>> marches away from you.<br><br> <<generatey2>><<person2>>"I thought <<pshe>> was cooler than that," you hear a <<person>> say to <<his>> friend.<br><br> <<endevent>> <<playground>> :: Events Shades Flip [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> You turn away from River and show <<him>> your middle finger. The watching students cheer you on. River is lost for words. "Y-you little... You'll be punished for this, I'll make sure you won't be able to sit for a week!" <<He>> marches away from you.<br><br> <<endevent>> <<playground>> :: Science Kick [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You decide to give the <<person>> a closer view, and kick <<him>> in the face. <<He>> flinches, but isn't fast enough to dodge the blow. Your foot connects with <<his>> jaw and <<he>> falls out of <<his>> chair. <<His>> friends are laughing at <<him>> now.<br><br> <<endevent>> <<sirris>><<person1>>Sirris looks at you from across the class and sighs. "See Leighton after school," <<he>> says.<br><br> <<endevent>> <<click [[Next|Science Lesson]]>><</click>><br> :: Glasses No Underwear [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> <<if $submissive gte 1150>> "B-but I don't have any on," you say. <<elseif $submissive lte 850>> "You're out of luck. I'm not wearing any," you say. <<else>> "But I'm not wearing any," you say. <</if>> <br><br> "What a pervert!" the <<person>> exclaims. <<He>> kicks your glasses over to you. "Here, I don't want anything to do with them. I might catch something." <<He>> saunters off. Fortunately, your glasses appear undamaged.<<set $faceacc to "glasses">><br><br> <<endevent>> <<playground>> :: Glasses Underwear [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> You <<pulldown>> your $lowerclothes, revealing your $underclothes. <<if $undertype is "chastity">> "What is that?" <<he>> asks, crouching for a closer look. "Is that a keyhole?" You decide <<hes>> seen enough and cover back up. "You really are a weirdo. Here," <<he>> kicks your glasses to your feet. "I don't want to catch anything." <<He>> saunters off.<br><br> Fortunately your glasses appear undamaged.<<set $faceacc to "glasses">><br><br> <<elseif $undergender isnot $playergenderappearance>> <<if $playergenderappearance is "m">> "You're wearing panties!" <<he>> exclaims. "I knew you were a pervert, but this is a bit much. Here," <<he>> kicks your glasses to you. "I regret touching them now." <<He>> saunters off.<br><br> Fortunately your glasses appear undamaged.<<set $faceacc to "glasses">><br><br> <<else>> "You're wearing boy's underwear!" <<he>> exclaims. "I knew you were a pervert, but this is a bit much. Here," <<he>> kicks your glasses to you. "I regret touching them now." <<He>> saunters off.<br><br> Fortunately your glasses appear undamaged.<<set $faceacc to "glasses">><br><br> <</if>> <<else>> <<He>> eyes up your exposed underwear. "Nice. See, that wasn't so bad, was it," <<he>> says as <<he>> throws your glasses at you. You manage to catch them. "See ya around <<bitchcomma>> wear some better undies next time."<<set $faceacc to "glasses">><br><br> <</if>> <<endevent>> <<playground>> :: Glasses Refuse [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> <<if $submissive gte 1150>> "N-no," you say, unable to make eye contact. "I don't want to." <<elseif $submissive lte 850>> "Fuck off pervert, I'll buy new glasses," you say. <<else>> "I'll just buy new glasses," you say. <</if>> <br><br> "Suit yourself," <<he>> responds, and crunches your glasses underfoot. "Later loser." <<He>> saunters off.<br><br> <<set $glasses to 0>> <<endevent>> <<playground>> :: Penis Inspection [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<generateym2>><<generateym3>> Leighton pushes Sirris' desk to the side, clearing the front of the room. The students look at each other, wondering what the headteacher has planned. "Could all the boys line up at the front of the class please?"<br><br> <<if $penisexist is 1>> <<if $playergenderappearance is "m">> You stand up with the boys and walk to the front, taking a position in the middle of the line. "Good. Girls, move your chairs closer. It's important that you watch closely."<br><br> <<penisinspection>> <<click [[Next|Penis Inspection 2]]>><</click>><br> <<else>> You remain with the girls as the boys line up at the front of the room. "Good. Girls, move your chairs closer. It's important that you watch closely."<br><br> <<penisinspection>> <<click [[Next|Penis Inspection 2]]>><</click>><br> <</if>> <<else>> <<if $playergenderappearance is "f">> You remain with the girls as the boys line up at the front of the room. "Good. Girls, move your chairs closer. It's important that you watch closely."<br><br> <<penisinspection>> <<click [[Next|Penis Inspection 2]]>><</click>><br> <<else>> You stand up with the boys and walk to the front, taking a position in the middle of the line. "Good. Girls, move your chairs closer. It's important that you watch closely."<br><br> <<penisinspection>> <<click [[Next|Penis Inspection 2]]>><</click>><br> <</if>> <</if>> :: Pussy Inspection [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<generateyf2>><<generateyf3>> Leighton clears Sirris' desk. "Could all the girls form an orderly line please? Boys, form a semicircle with your chairs around the desk."<br><br> <<if $penisexist is 1>> <<if $playergenderappearance is "m">> You carry your chair to the front of the class with the boys.<br><br> <<else>> You join the line of girls forming at the front of the class.<br><br> <</if>> <<else>> <<if $playergenderappearance is "m">> You carry your chair to the front of the class with the boys.<br><br> <<else>> You join the line of girls forming at the front of the class.<br><br> <</if>> <</if>> <<pussyinspection>> <<if $playergenderappearance is "m">> <<click [[Next|Pussy Inspection End]]>><</click>><br> <<else>> <<click [[Next|Pussy Inspection2]]>><</click>><br> <</if>> :: Breast Inspection [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<generateyf2>><<generateym3>> "Everyone form a line at the front of the class," Leighton says. You stand with the other students. Most look worried. "Today is a very important health check," the headteacher says as <<he>> pulls <<his>> camera out. "Unbutton your shirts."<br><br> A well-endowed <<person2>><<person>> stood beside <<person1>><<him>> starts sobbing.<br><br> <<click [[Comply|Breast Inspection Comply]]>><</click>><br> <<if $playergenderappearance is "f" or $breastsize gte 2>> <<if $exhibitionism gte 55>> <<click [[Flaunt|Breast Inspection Flaunt]]>><</click>><<exhibitionist4>><br> <</if>> <<else>> <<click [[Flaunt|Breast Inspection Flat Flaunt]]>><</click>><<exhibitionist1>><br> <</if>> <<click [[Protest|Breast Inspection Protest]]>><</click>><br> :: Penis Inspection Expose [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<fameexhibitionism50>><<set $genderknown.pushUnique($npc)>> You <<nervously>> pull down your shorts as instructed, exposing your penis to the room. You feel everyone's eyes on so delicate a place. Leighton steps back and takes a picture, then crouches in front of you to take another. <<if $penilevirginity is 1>> "You're still a virgin," <<person1>><<he>> says. "Saving yourself for marriage? Maybe you'll make one of the girls in here very happy." You cringe in embarrassment. The giggling recommences, and some usually shy girls smile at you. <<else>> "I see you have some experience," <<person1>><<he>> says. "I've inspected enough that I can tell." You cringe in embarrassment as the girls start whispering amongst themselves. <</if>> <br><br> <<if $undertype is "chastity">> "What's that?" the <<person4>><<person>> asks, looking at your $underclothes.<br><br> "That's to stop <<phim>> being naughty," Leighton replies. "Just take <<his>> measurement as best you can."<br><br> <</if>> The <<person4>><<person>> crouches before you next, and gasps. "This is the cutest one yet," <<he>> says.<br><br> The <<person5>><<person>> crouches next to <<person4>><<himstop>> <<person5>> "Yeah." <<He>> leans closer, until <<his>> mouth hovers an inch away from you. You feel <<his>> breath on your <<penisstop>> The attention alone was almost too much, this pushes you over the edge. You feel your penis start to erect, growing with every pulse.<<garousal>><<garousal60>><br><br> "It's getting bigger!" The <<person4>><<person>> exclaims. The girls' giggling is renewed, and some of the other boys lean forward to look.<br><br> <<person5>>"It happened when I breathed on it," the <<person>> says. <<He>> inhales, then blows onto you. The <<person4>><<person>> joins in, <<if $undertype is "chastity">> and they soon have you straining against your chastity. <<else>> and they soon have you fully erect. <</if>> <br><br> "Would you two stop that?" Leighton interjects. "There's more penises to inspect." At last, the pair leave you alone and you pull your shorts back up.<br><br> <<click [[Next|Penis Inspection End]]>><</click>><br> :: Penis Inspection Flaunt [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<fameexhibitionism50>><<set $genderknown.pushUnique($npc)>> Confident, you tug down your shorts, lean back, and place your hands on your hips. You feel everyone's eyes on you. Leighton steps back and takes a picture, then crouches in front of you to take another.<br><br> You enjoy the attention. <<if $submissive gte 1150>> "Does it look nice?" you ask. <<elseif $submissive lte 850>> "I usually charge for pictures, you know," you say. <<else>> "You're going to be enjoying those later, aren't you," you say. <</if>> <<exhibitionism4>> <br><br> <<if $penilevirginity is 1>> "You're still a virgin," <<person1>><<he>> says, ignoring your words. "Saving yourself for marriage? Maybe you'll make one of the girls in here very happy." You stand proud. The giggling recommences, and some usually shy girls smile at you. <<else>> "I see you have some experience," <<person1>><<he>> says. "I've inspected enough that I can tell." You stand proud as the girls start whispering amongst themselves. <</if>> <br><br> <<if $undertype is "chastity">> "What's that?" the <<person4>><<person>> asks, looking at your $underclothes.<br><br> "That's to stop <<phim>> being naughty," Leighton replies. "Just take <<his>> measurement as best you can."<br><br> <</if>> The <<person4>><<person>> crouches before you next, and gasps. "This is the cutest one yet," <<he>> says.<br><br> The <<person5>><<person>> crouches next to <<person4>><<himstop>> <<person5>> "Yeah." <<He>> leans closer, until <<his>> mouth hovers an inch away from you. You feel <<his>> breath on your <<penisstop>> The attention alone was almost too much, this pushes you over the edge. You feel your penis start to erect, growing with every pulse.<br><br> "It's getting bigger!" The <<person4>><<person>> exclaims. The girls' giggling is renewed, and some of the other boys lean forward to look.<br><br> <<person5>>"It happened when I breathed on it," the <<person>> says. <<He>> inhales, then blows onto you. The <<person4>><<person>> joins in, <<if $undertype is "chastity">> and they soon have you straining against your chastity. <<else>> and they soon have you fully erect. <</if>> <br><br> "Would you two stop that?" Leighton interjects. "There's more penises to inspect." At last, the pair leave you alone and you pull your shorts back up.<br><br> <<click [[Next|Penis Inspection End]]>><</click>><br> :: Penis Inspection Run Away [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You duck under Leighton's arm and flee the room, chased by laughter.<br><br> <<endevent>><<sirris>><<person1>> You run down the hallways, angry and frustrated at Leighton and the class. You run round a corner and collide with Sirris. You both tumble to the ground.<<set $pain += 40>><br><br> "No running," Sirris says, rubbing <<his>> back. "Aren't you supposed to-" <<he>> sees something in your appearance that changes <<his>> demeanour. "What's wrong?" <<He>> helps you up. You try to speak, but struggle to form the words. "It's okay," Sirris says. "I'm on my way to the staff room. Going to wait for the head to finish. You're welcome to join me if you like."<br><br> You follow Sirris to the staff room. It's small, with several chairs around a table in the middle. "Take a seat," <<he>> says as <<he>> sits.<br><br> You spend the next few minutes sat in silence while Sirris reads an old newspaper. You feel a need to stand up and run, as if you're still in the classroom. Slowly though, your pulse slows and you start to feel more at ease. Sirris puts the paper back on the table. "I feel guilty sat here when I should be working," <<he>> says. "Let's go check on them."<br><br> You don't like the idea of returning to class, but you follow <<him>> back to the classroom and arrive in time to see Leighton leaving. <<endevent>><<leighton>><<person1>>"Good timing," Leighton says to Sirris. "You're doing a good job." <<He>> looks at you. "I'll be seeing you in detention."<br><br> You follow Sirris into the classroom, prepared to face your peers. You're surprised when people barely look in your direction. The girls chat, still excited, while the boys sit quiet and avoid looking at each other. Your flight was just a footnote in the entire experience.<br><br> <<endevent>> <<click [[Next|Science Lesson]]>><</click>> :: Widgets Inspection [widget] <<widget "penisinspection">><<nobr>> You notice Leighton holding a camera as the girls move their chairs. "Now then," <<he>> says. "Today we're going to inspect the boys and make sure they're fit and healthy. We're going to move down the line and one by one, each boy will pull down their shorts and show us their penis."<br><br> <<if $malechance is 100>> <<generateym4>><<generateym5>>The girls erupt with gasps and giggles. The boys shift uncomfortably. A <<person3>><<person>> stood near Leighton turns pale, and looks like <<hes>> about to cry. The door opens and a <<person4>><<person>> and <<person5>><<person>> enter, both of them grinning. "Ah," Leighton says. "My help has arrived."<br><br> <<else>> <<generateyf4>><<generateyf5>>The girls erupt with gasps and giggles. The boys shift uncomfortably. A <<person3>><<person>> stood near Leighton turns pale, and looks like <<hes>> about to cry. A <<person4>><<person>> and <<person5>><<person>> who had sat at the back, disinterested, pick up their chairs and barge their way to the front.<br><br> <</if>> Leighton turns to the pair. <<person1>>"You two are enthusiastic. I'll need help taking measurements. Go look in Sirris' desk for a tape measure," <<he>> says to the <<person4>><<personstop>> <<He>> looks giddy with excitement as <<he>> rushes over to the desk. "You," Leighton says to the <<person5>><<personstop>> "Bring me a clipboard and paper."<br><br> "I want to use the tape measure." <<He>> says.<br><br> "Talk back again and you can wait outside."<br><br> The <<person>> pouts, but does as instructed.<br><br> <</nobr>><</widget>> <<widget "penisinspection2">><<nobr>> Leighton turns to the <<person3>><<personstop>> "You're up first. There's nothing to be shy about. This is a medical inspection. Now, pull down your shorts."<br><br> The <<person>> clenches <<his>> fists at <<his>> side and stares at <<his>> feet, unmoving. "You just need a little help," Leighton says, grasping the hem of <<his>> shorts. The <<person>> tenses as <<his>> shorts are tugged down. The girls' excitement is renewed as the top of <<his>> penis comes into view, but Leighton doesn't stop there, tugging <<his>> shorts down until the whole length is visible.<br><br> <<person1>>"There we go," Leighton says, stepping back. "You have a beautiful penis. I don't know why you are so ashamed." <<He>> raises the camera and takes a picture. "For your records." <<He>> kneels in front of the boy and takes a close-up shot. <<person3>>"Take <<his>> measurements while I see to the next."<br><br> The <<person4>><<person>> kneels in front of the <<person3>><<person>> and takes <<his>> penis in <<person4>><<his>> hand. <<He>> presses the tape against <<his>> skin and the <<person5>><<person>> notes down the measurement. The <<person4>><<person>> holds the penis far longer than needed, taking in the feel of it against <<his>> fingers. The <<person3>><<person>> starts to shake, you're surprised <<he>> doesn't burst into tears.<br><br> <</nobr>><</widget>> <<widget "pussyinspection">><<nobr>> Leighton pulls out <<his>> camera and a look of dread appears on the girls' faces. "First," <<he>> addresses the girls. "I need your underwear." <<He>> holds out <<his>> free hand to the <<person2>><<person>> stood beside <<person1>><<himcomma>> who looks mortified. "Don't tarry, or I'll keep you after school." The <<person2>><<person>> shuts <<his>> eyes and holds the front of <<his>> skirt down with one hand while <<he>> lifts it at <<his>> side. <<He>> pulls <<his>> panties down <<his>> legs and steps out of them. Leighton snatches them from <<his>> hand.<br><br> "Climb on the desk." The headteacher says, <<person1>><<his>> expression blank. <<person2>>The <<person>> does so, still holding down the front of <<his>> skirt. "Lift your skirt," Leighton says, as if it were a normal thing to ask. "Or you'll get detention. You have a perfect record, what would your parents say?" The <<person>> trembles as <<he>> raises <<his>> skirt. Leighton steps in front of <<him>> and takes a picture. The <<person>> doesn't open <<his>> eyes.<br><br> "Next," Leighton says. The <<person>> drops <<his>> skirt and climbs from the desk. <<He>> holds out <<his>> hand. "I'll be keeping these," Leighton says. "They'll be tested for health problems."<br><br> <</nobr>><</widget>> :: Penis Inspection End [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> Leighton continues working down the line, leaving a trail of <<person1>>ashamed boys in <<his>> wake. "Don't tell anyone about this," <<he>> says as the last boy finishes covering himself back up. <<He>> taps the camera. "It's our secret."<br><br> Sirris enters the room. "Just in time," Leighton says. "Everyone, take your seats. Thank you Sirris, you have a very well-endowed," <<he>> coughs. "Sorry. Well-behaved class."<br><br> <<He>> leaves Sirris to drag <<endevent>><<sirris>><<person1>><<his>> desk back into position. The girls chat, still excited, while the boys sit quietly and avoid looking at each other.<br><br> <<endevent>> <br><br> <<click [[Next|Science Lesson]]>><</click>><br> :: Penis Inspection Flaunt Crossdress [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<fameexhibitionism50>><<set $genderknown.pushUnique($npc)>> You tug down your shorts, revealing your <<pussy>> to the room. The class fall silent as they behold you. You put your hands on your hips and lean back, proud. Some of the boys blush and look away. Others stare hungrily.<br><br> The <<person4>><<person>> isn't paying attention, <<his>> eyes still transfixed on the previous boy in the lineup. <<He>> kneels in front of you before turning to look. <<He>> gasps and falls backwards when <<he>> sees your <<genitalsstop>> "Young lady," Leighton says, <<person1>><<his>> voice stern. "You're violating all sorts of rules right now. Sit down."<br><br> <<if $submissive gte 1150>> "But I want to be looked at too," you say. You turn and lean forward, sticking your rear out towards the class. <<elseif $submissive lte 850>> "Why?" you ask. "Never seen one before?" <<else>> "Don't you think I'm cute?" you say. You turn and lean forward, sticking your rear out towards the class. <</if>> <<exhibitionism4>> <br><br> "Just sit down. Girls will be inspected another day. Wait your turn." Many of the girls look nervous all of a sudden.<br><br> You pull your shorts back up and take your seat. Your pulse races.<br><br> <<click [[Next|Penis Inspection End]]>><</click>><br> :: Penis Inspection 2 [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $penisexist is 1>> <<if $playergenderappearance is "m">> <<penisinspection2>> This process continues down the line. Leighton takes pictures and the pair take measurements. Most don't take it as badly as the <<person3>><<personcomma>> but they all look embarrassed. Leighton soon arrives beside you, and looks at you expectantly.<br><br> <<click [[Expose yourself|Penis Inspection Expose]]>><<gstress60>><<gtrauma60>><</click>><<gstress>><<gtrauma>><br> <<if $exhibitionism gte 55>> <<click [[Flaunt|Penis Inspection Flaunt]]>><</click>><<exhibitionist4>><br> <</if>> <<click [[Run away|Penis Inspection Run Away]]>><<detention40>><<lcool10>><</click>><<gdelinquency>><<lcool>><br> <<else>> <<penisinspection2>> This process continues down the line. Leighton takes pictures and the pair take measurements. Most don't take it as badly as the <<person3>><<personcomma>> but they all look embarrassed. You feel more conscious of the secret beneath your skirt as time goes on.<br><br> <<click [[Next|Penis Inspection End]]>><</click>><br> <</if>> <<else>> <<if $playergenderappearance is "f">> <<penisinspection2>> This process continues down the line. Leighton takes pictures and the pair take measurements. Most don't take it as badly as the <<person3>><<personcomma>> but they all look embarrassed.<br><br> <<click [[Next|Penis Inspection End]]>><</click>><br> <<else>> <<penisinspection2>> This process continues down the line. Leighton takes pictures and the pair take measurements. Most don't take it as badly as the <<person3>><<personcomma>> but they all look embarrassed. Leighton soon arrives beside you, and looks at you expectantly. Your face flushes as you think about the secret hidden in your shorts.<br><br> <<if $exhibitionism gte 55>> <<click [[Flaunt|Penis Inspection Flaunt Crossdress]]>><</click>><<exhibitionist4>><br> <</if>> <<click [[Run away|Penis Inspection Run Away]]>><<detention40>><<lcool10>><</click>><<gdelinquency>><<lcool>><br> <</if>> <</if>> :: Maths Lesson Feign [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You feign shock at River's collapse and join in the laughter. <<river>><<person1>><<He>> soon comes to and looks around with bleary eyes. <<He>> fixes you with a gaze, but doesn't say anything. <<He>> climbs to <<his>> feet and continues the lesson as if nothing happened.<br><br> <<endevent>> <<click [[Next|Maths Lesson Daydream]]>><</click>><br> :: School Fame Blackmail [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You follow <<leighton>><<person1>> into <<his>> office and stand in front of <<his>> desk while <<he>> takes <<his>> seat. <<He>> reclines and examines you.<br><br> "I have something interesting," <<he>> says, an odd smile on <<his>> face. "Pictures. Of you. Doing such lewd things. Pictures that everyone in school could see." <<He>> leans forward and pulls a camera from a drawer. "Unless you cooperate. All I want is a little photoshoot. no one has to see a thing."<br><br> <<if $headmoney is 1 or $headnodetention is 1>> "Doesn't feel good to be blackmailed, does it?" <<he>> sneers. "I'm going to enjoy putting you to work."<br><br> <<else>> <</if>> <<click [[Accept|School First Shoot]]>><</click>><br> <<click [[Refuse|School Shoot Refuse]]>><</click>><br> :: School Fame Blackmail Refuse [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You turn away from Leighton, but <<he>> steps forward and grasps your shoulder. "You better do as I say, believe me." <<He>> says, quiet enough that only you can hear. "Or things will be difficult for you."<br><br> <<click [[Enter|School Fame Blackmail]]>><</click>><br> <<click [[Shake off|Hallways]]>><<set $schoolfamerefused to 1>><<endevent>><<set $eventskip to 1>><</click>><br> :: School First Shoot [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You nod, and the headteacher smiles. "Lock the door," <<he>> says. You do so. <<He>> stands and walks in front of <<his>> desk. "Now <<girlcomma>> I want you to smile. That's all."<br><br> <<He>> takes a picture. Then another from a different angle. This continues for several minutes. <<He>> asks you to strike specific poses, but nothing lewd. "There," <<he>> says. <<He>> sounds satisfied. "That'll be all. For today. I want you to return every school day. Whatever time you wish, but if you miss a day, I'll make sure you regret it." <<He>> opens the door and ushers you out.<br><br> <<endevent>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> :: School Shoot Refuse [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $submissive gte 1150>> "N-no," you say. "I won't let you abuse me." You flee from the room.<br><br> <<elseif $submissive lte 850>> "Pervert," you say. "Do your worst." You march from the room. <<else>> "I don't care what you have," you say. You leave the room. <</if>> <br><br> <<endevent>> <<set $schoolfamerefused to 1>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> :: Head's Office Photoshoot [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<pass20>> Leighton retrieves <<his>> camera from the drawer and leers at you. <<if $rng gte 61>> "Let's see some skin," <<he>> says. "Strip."<br><br> <<uppernaked>><<lowernaked>><<undernaked>> You <<nervously>> remove your clothing. You feel <<his> eyes taking in your exposed body. "Good," <<he>> says. "Worth every penny." <<He>> brings the camera up to <<his>> eyes and takes a picture. Then another. <<He>> circles around you, snapping from different angles.<br><br> <<fameexhibitionism10>> <<else>> "I never get bored of that outfit," <<he>> says. <<He>> brings the camera up to <<his>> eyes and takes a picture. <<He>> circles around you, snapping from different angles. <<He>> occasionally stops to adjust your clothing, opening a button on your shirt or tugging down your $lowerclothes to show more of your hips.<br><br> <</if>> <<if $pain gte 60>> <<He>> makes no mention of your tears.<br><br> <</if>> <<set $rng to random(1, 100)>> <<if $rng gte 61>> <<He>> asks you to bend over, kneel, and other suggestive poses. <<fameexhibitionism10>> <<else>> <<He>> asks you to adopt various poses, but nothing too lewd. <</if>> After a while <<he>> puts down <<his>> camera. "Don't go anywhere just yet," <<he>> says. <<He>> steps beside you, and strokes your hair with <<his>> left hand. <<set $rng to random(1, 100)>> <<if $rng gte 81>> <<He>> lets go with reluctance. You can tell <<he>> wants you.<br><br> <<click [[Sex|Head's Office Photoshoot Sex]]>><<set $sexstart to 1>><<set $phase to 0>><</click>><br> <<if $promiscuity gte 15>> <<click [[Offer sex for money|Head's Office Photoshoot Seduce]]>><</click>><br> <</if>> <<click [[Leave|Head's Office Photoshoot Leave]]>><</click>><br> <<else>> <<He>> turns away. "That'll be all," <<he>> says. "Here." <<He>> hands you £50.<<set $money += 5000>><br><br> <<clotheson>> You count the money as you leave the office.<br><br> <<click [[Next|Hallways]]>><<endevent>><</click>><br> <</if>> :: School Fame Gangbang [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 50>> You put your hands on your hips. "Why are you looking at pictures?" you ask. "I'm right here." The crowd falls quiet and stares. You can tell they're hungry for you. You grasp the <<person1>><<persons>> arm and pull <<him>> closer. It emboldens the others.<<famesex30>><<promiscuity5>><br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|School Fame Gangbang Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Fame Gangbang Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|School Fame Gangbang Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Fame Gangbang]]>><</click>></span><<nexttext>> <</if>> :: School Fame Away [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<endevent>> <<leighton>><<person1>>Leighton pushes through the crowd. "There's nothing to see here," <<he>> says. "I'm sure you have better places to be." The crowd disperses. Some students sneak pictures from the wall and hide them in their bags.<br><br> Leighton starts tearing them down, but <<he>> puts them in <<his>> own pocket. <<He>> doesn't acknowledge you. <<He>> removes the last of the pictures and leaves you stood alone in the corridor.<br><br> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> :: School Fame Gangbang Finish [nobr] <<effects>> <<if $finish is 1>> The crowd backs away from you. "Careful now," you say. "Or we'll all get detention together." You think some of them would like that, but they cease all the same.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You knock the students away from you. "Careful now," you say. "Or we'll all get detention together." You think some of them would like that, but they cease all the same.<br><br> <<clotheson>> <<endcombat>> <</if>> <<leighton>><<person1>>Leighton pushes through the crowd. "Stop this at once," <<he>> snarls. "Or I'll inform your parents." The crowd disperses. Some students sneak pictures from the wall and hide them in their bags.<br><br> Leighton starts tearing them down. <<He>> gives you an irritated look. You wink. "Nice try," you say, and leave <<him>> stood stunned in the corridor.<br><br> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> :: Head's Office Photoshoot Offer [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $submissive gte 1150>> "I-I need money," you say. "You can take pictures if you give me some." <<elseif $submissive lte 850>> "I bet you still want to perv on me with that camera," you say. "How about we come to an arrangement?" <<else>> "I know you still want pictures of me," you say. "I'll do it for cash." <</if>> <<exhibitionism4>> <br><br> <<Hes>> taken aback. <<He>> runs <<his>> fingers along <<his>> desk. "I'll give you £50 per shoot. Once every school day. I'm not made of money," <<he>> says. "Clear off for now, I'm busy." You leave <<his>> office.<br><br> <<endevent>> <<set $schoolfameconsensual to 1>> <<set $schoolfameblackmail to 0>> <<click [[Next|Hallways]]>><</click>><br> :: Head's Office No Photoshoots [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $submissive gte 1150>> "D-don't show anyone those pictures," you say. "And don't take any more." <<elseif $submissive lte 850>> "The photoshoots stop," you say. "I'll keep quiet about the pictures if you do." <<else>> "No more photoshoots. I'll keep quiet about the pictures if you do." <</if>> <br><br> "Fine," <<he>> sighs. "I underestimated you. Now fuck off."<br><br> <<set $schoolfameboard to 1>> <<endevent>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> :: Head's Office Pay Photoshoots [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $submissive gte 1150>> "I-I need money," you say. "You can take pictures if you give me some and promise not to share any." <<elseif $submissive lte 850>> "You're not gonna be sharing those pictures of me," you say. "And you're paying me for the photoshoots." <<else>> "I know you still want pictures of me," you say. "Keep them to yourself and I'll do it for cash." <</if>> <<exhibitionism4>> <br><br> <<Hes>> taken aback. <<He>> runs <<his>> fingers along <<his>> desk. "I'll give you £50 per shoot. Once every school day. I'm not made of money," <<he>> says. "Clear off for now, I'm busy." You leave <<his>> office.<br><br> <<endevent>> <<set $schoolfameboard to 1>> <<set $schoolfameconsensual to 1>> <<set $schoolfameblackmail to 0>> <<click [[Next|Hallways]]>><</click>><br> :: Head's Office Photoshoot Blackmail [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<pass20>> Leighton retrieves <<his>> camera from the drawer and leers at you. <<if $rng gte 61>> "Let's see some skin," <<he>> says. "Strip."<br><br> <<if $exhibitionism lte 54>> You hesitate, and <<he>> smiles. "Better me than the whole school. I'll ask one more time. Strip." <<else>> <</if>> <br><br> <<uppernaked>><<lowernaked>><<undernaked>> You <<nervously>> remove your clothing. You feel <<his>> eyes taking in your exposed body. "Good," <<he>> says. "I don't mind you covering, it's cute." <<He>> brings the camera up to <<his>> eyes and takes a picture. Then another. <<He>> circles around you, snapping from different angles.<br><br> <<fameexhibitionism10>> <<else>> "I never get bored of that outfit," <<he>> says. <<He>> brings the camera up to <<his>> eyes and takes a picture. <<He>> circles around you, snapping from different angles. <<He>> occasionally stops to adjust your clothing, opening a button on your shirt or tugging down your $lowerclothes to show more of your hips.<br><br> <</if>> <<if $pain gte 60>> <<He>> makes no mention of your tears.<br><br> <</if>> <<set $rng to random(1, 100)>> <<if $rng gte 61>> <<He>> asks you to bend over, kneel, and other suggestive poses. <<fameexhibitionism10>> <<else>> <<He>> asks you to adopt various poses, but nothing too lewd. <</if>> After a while <<he>> puts down <<his>> camera. "Don't go anywhere just yet," <<he>> says. <<He>> steps beside you, and strokes your hair with <<his>> left hand. <<set $rng to random(1, 100)>> <<if $rng gte 81>> Without warning, <<he>> seizes it and bends you over <<his>> desk.<br><br> <<click [[Next|Head's Office Blackmail Rape]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<He>> turns away. "That'll be all. Don't forget. I want to see you every school day."<br><br> <<clotheson>> <<tearful>> you leave the office.<br><br> <<click [[Next|Hallways]]>><<endevent>><</click>><br> <</if>> :: Head's Office Blackmail Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Head's Office Blackmail Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Head's Office Blackmail Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Head's Office Blackmail Rape]]>><</click>></span><<nexttext>> <</if>> :: Head's Office Blackmail Rape Finish [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Good <<girlcomma>>" <<he>> says, sitting at <<his>> desk. "Remember, I want to see you every school day."<br><br> <<clotheson>> <<endcombat>> <<tearful>> you leave the office.<br><br> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> <<else>> You knock the headteacher away from you, who staggers and falls.<br><br> <<tearful>> you flee the office, hearing <<him>> laugh behind you.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Head's Office Photoshoot Seduce [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<set $seductiondifficulty to 8000>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> <<if $seductionrating gte $seductionrequired>> "I underestimated you," Leighton says. "How much is your ass worth? £100?" <<He>> doesn't wait for a response.<<promiscuity2>><br><br> <<click [[Next|Head's Office Photoshoot Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</click>><br> <<else>> "I'm already paying you," <<he>> says.<br><br> You shake <<his>> hand away. "For a photoshoot. Give it," you demand. <<He>> chuckles and hands you £50. You count it as you leave the office.<br><br> <<endevent>> <<clotheson>> <<click [[Next|Hallways]]>><<endevent>><</click>><br> <</if>> :: Head's Office Photoshoot Leave [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You shake <<his>> hand away. "Money," you demand. <<He>> chuckles and hands you £50. You count it as you leave the office.<br><br> <<endevent>> <<clotheson>> <<click [[Next|Hallways]]>><<endevent>><</click>><br> :: Head's Office Photoshoot Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<He>> bends you over <<his>> desk.<br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Head's Office Photoshoot Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Head's Office Photoshoot Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Head's Office Photoshoot Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Head's Office Photoshoot Sex]]>><</click>></span><<nexttext>> <</if>> :: Head's Office Photoshoot Sex Finish [nobr] <<set $outside to 0>><<set $location to "cabin">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Good girl," <<he>> says. "Remember, I want to see you every school day." <<if $phase is 1>> <<He>> hands you £150.<<set $money += 15000>> <<elseif $phase is 0>> <<He>> hands you £50.<<set $money += 5000>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<tearful>> you leave the office, counting the money. A couple of students spot you leaving and whisper to each other.<br><br> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> <<elseif $enemyhealth lte 0>> You knock the headteacher away from you. <<He>> staggers and falls.<br><br> <<tearful>> you flee the office, hearing <<him>> laugh behind you.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> <<else>> "Fine," <<he>> says. "You shouldn't tease your betters like that. Someone will hurt you, and you'll deserve it." <<He>> hands you £50.<<set $money += 5000>><br><br> <<clotheson>> <<endcombat>> <<tearful>> you leave the office, counting the money.<br><br> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Pussy Inspection2 [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> Leighton continues down the line, and one by one the girls climb the desk for their inspection. Leighton keeps all the panties, and soon has a bundle of them in <<person1>><<his>> hand. <<if $undertype is "naked" or $undertype is "chastity">> <<if $penisexist is 1>> You feel more conscious of your <<penis>> and lack of underwear as the headteacher draws closer. <<else>> You feel more conscious of your lack of underwear as the headteacher draws closer. <</if>> <<else>> <<if $penisexist is 1>> You feel more conscious of your <<penis>> as the headteacher draws closer. <<else>> <</if>> <</if>> <br><br> It's soon your turn, Leighton holds out <<his>> hand expectantly.<br><br> <<if $penisexist is 1>> <<click [[Run away|Pussy Inspection Run]]>><<lcool10>><<detention40>><</click>><<lcool>><<gdelinquency>><br> <<if $exhibitionism gte 55>> <<click [[Flaunt|Pussy Inspection Penis]]>><</click>><<exhibitionist4>><br><br> <</if>> <<else>> <<click [[Run away|Pussy Inspection Run]]>><<lcool10>><<detention40>><</click>><<lcool>><<gdelinquency>><br> <<click [[Comply|Pussy Inspection Comply]]>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <<if $exhibitionism gte 55>> <<click [[Flaunt|Pussy Inspection Flaunt]]>><</click>><<exhibitionist4>><br><br> <</if>> <</if>> :: Pussy Inspection Run [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You refuse to comply, darting away from Leighton and through the classroom doors. You hide in a nearby maintenance cupboard and peek through a gap, waiting for Leighton to leave. <<He>> does so just as Sirris arrives back. They exchange brief words, then Sirris enters the class and Leighton heads back to <<his>> office, carrying a bag <<he>> didn't arrive with.<br><br> Once Leighton is out of sight you leave your hiding place and walk back to class. The boys talk and laugh with each other. The girls aren't speaking much, and shift their legs uncomfortably.<br><br> <<endevent>> <<click [[Next|Science Lesson]]>><</click>><br> :: Pussy Inspection Penis [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<fameexhibitionism50>> <<if $undertype is "naked" or $undertype is "chastity">> You cock your head and put one foot on the other. "I'm not wearing panties," you say, sounding apologetic. <<else>> You lift your skirt and pull down your $underclothes, then hand them to Leighton.<<underruined>> <</if>> Wasting no time, you climb atop the desk and pull your skirt off your legs, placing it to one side. It would only get in the way. You lean back and spread your legs, giving the whole class a look. <<exhibitionism4>> The class erupts into whispering when they see your <<penisstop>> <<if $malechance gte 1>> Some of the boys look away, but others lean forward in amazement. <</if>> "Young man," Leighton says. "We've already had penis inspection."<br><br> "I know," you say. You make peace signs with your hands. "But seeing as I'm already here..." Leighton pauses, then smiles and takes a picture. <<if $undertype is "chastity">> <<He>> doesn't mention your belt. <</if>> <br><br> "Good," Leighton says. "Next." You put your skirt back on and take your place in the line, your heart still thumping.<br><br> <<click [[Next|Pussy Inspection End]]>><</click>><br> :: Pussy Inspection Comply [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<fameexhibitionism30>> <<if $undertype is "naked" or $undertype is "chastity">> You stare between your feet. "I-I'm not wearing any panties," you whisper.<br><br> "Not wearing any?" Leighton announces. You hear someone giggle. "I'll overlook it. Get on the desk." <<else>> You lift your skirt and pull down your $underclothes, then hand them to Leighton.<<underruined>> <</if>> You climb atop the desk and lift your skirt just above your <<pussystop>> You look away as Leighton takes a picture. <<if $malechance gte 1>> You feel the boys' eyes on you, taking it in. <</if>> <<if $undertype is "chastity">> Leighton doesn't mention your belt. <</if>> "Good," Leighton says. "Next." You drop from the desk and take your place in the line.<br><br> <<click [[Next|Pussy Inspection End]]>><</click>><br> :: Pussy Inspection Flaunt [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<fameexhibitionism50>> <<if $undertype is "naked" or $undertype is "chastity">> You grip the hem of your skirt and flash Leighton. "No panties," you say, sounding apologetic. <<else>> You lift your skirt and pull down your $underclothes, then hand them to Leighton.<<underruined>> <</if>> Wasting no time, you climb atop the desk and pull your skirt off your legs, placing it to one side. It would only get in the way. You lean back and spread your legs, giving the whole class a look. <<exhibitionism4>> You put one hand between your legs and spread yourself open, while making a peace sign with the other. Leighton pauses, then smiles as <<he>> takes a picture. <<if $undertype is "chastity">> <<He>> doesn't mention your belt. <</if>> <<if $malechance gte 1>> The boys stare in awe at your display, and lean forward for a closer look. <</if>> <br><br> "Good," Leighton says. "Next." You put your skirt back on and take your place in the line, your heart still thumping.<br><br> <<click [[Next|Pussy Inspection End]]>><</click>><br> :: Pussy Inspection End [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> Leighton continues to work <<his>> way down the line. As the last girl climbs off the desk <<he>> draws an opaque bag from <<his>> pocket and pushes the panties inside. "There you are," <<he>> says as the door opens and Sirris enters. "Just in time." Sirris looks at the bag but says nothing as Leighton leaves.<br><br> "Right," Sirris says to the class. "Where were we?" The boys talk and laugh with each other. The girls don't speak much, and shift their legs uncomfortably.<br><br> <<endevent>> <<click [[Next|Science Lesson]]>><</click>><br> :: Breast Inspection Comply [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> The <<person2>><<person>> undoes the buttons on <<his>> shirt, and holds it open so that no one but Leighton and <<person1>><<his>> camera can see. The headteacher takes a picture. "Good," <<he>> says, moving down the line. Most students look uncomfortable as it approaches their turn, and relieved following. Even boys who are used to being seen topless while swimming fidget and blush under Leighton's gaze.<br><br> <<He>> soon arrives at you. You follow the <<person2>><<persons>> lead and hold open your shirt so that only Leighton can see. You feel your nipples stand on end. <<He>> takes a picture. <<if $breastsize gte 5>> <<if $playergenderappearance is "m">> "Nice pair," <<he>> says. "Especially for a boy."<<fameexhibitionism30>> <<else>> "Nice pair," <<he>> says.<<fameexhibitionism30>> <</if>> <<elseif $breastsize gte 2>> <<if $playergenderappearance is "m">> "Nice pair," <<he>> says.<<fameexhibitionism30>> <<else>> "Nice pair," <<he>> says. <<fameexhibitionism30>> <</if>> <<else>> <<if $playergenderappearance is "m">> <<fameexhibitionism10>> <<else>> "Don't be ashamed about being flat," <<he>> says while leering at you.<<fameexhibitionism30>> <</if>> <</if>> <<gtrauma>><<gstress>><<gtrauma60>><<gstress60>><br><br> <<click [[Next|Breast Inspection End]]>><</click>><br> :: Breast Inspection Protest [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> "No," you say, looking right at Leighton. <<His>> eyes widen slightly as <<he>> looks at you, but <<he>> seems more bemused than angry. <<if $submissive gte 1150>> "I-I mean.." Leighton marches towards you. With an effort of will you look <<him>> in the eyes. "This is wrong. Y-you're just a pervert!" <<elseif $submissive lte 850>> "That's right." Leighton marches towards. You stand your ground. "You're a pervert. You belong behind bars!" <<else>> "I said it." Leighton marches towards you. "This has nothing to do with health. You just want to take humiliating pictures!" <</if>> <br><br> <<if $cool gte 160>> <<famegood30>> "I see," the headteacher says. "Does anyone else feel this way?"<br><br> <span class="green">A <<person3>><<person>> speaks up.</span> "You shouldn't treat us like this," <<he>> says. "I'll tell my parents."<br><br> The <<person2>><<person>> suppresses <<his>> tears and speaks next. "I'm not going to show you any more of me."<br><br> <<person1>>The whole class starts clamouring. Accusing the headteacher of all sorts of nasty things. Leighton's mouth gapes, then becomes a sneer. "Fucking brats. This is for your own good. But if you're going to be like that, fine." <<He>> strides to the door. <<He>> turns and looks right at you before slamming the door behind <<himstop>><<gdelinquency>><<detention60>><br><br> Everyone cheers. A group of thankful students surrounds you. Others return to their seats, looking relieved. A few look disappointed, but if so they keep it to themselves. <<endevent>><<sirris>><<person1>>Sirris is surprised by the atmosphere when <<he>> returns. "I don't know what Leighton gets up to in here," <<he>> says. "But it seems to have gone down well. Now, where were we?"<<gcool>><<ltrauma>><<lstress>><<gcool1>><<ltrauma60>><<lstress60>><br><br> <<click [[Next|Science Lesson]]>><</click>><br> <<else>> "I see," the headteacher says. "Does anyone else feel this way?" <span class="red">No one is willing to meet <<his>> gaze.</span> "No? I didn't think so. I'll see you in detention <<girlstop>> But first." <<He>> tears open your shirt with both hands, exposing your <<breastsstop>> <<if $breastsize gte 5>> <<if $playergenderappearance is "m">> "Nice pair," <<he>> says with relish while holding your shirt open. <<He>> steps back and takes a picture with one motion before you can cover yourself.<<fameexhibitionism30>> <<else>> "Nice pair," <<he>> says with relish while holding your shirt open. "Especially for a boy." <<He>> steps back and takes a picture with one motion before you can cover yourself.<<fameexhibitionism30>> <</if>> <<elseif $breastsize gte 2>> <<if $playergenderappearance is "m">> "Nice pair," <<he>> says with relish while holding your shirt open. <<He>> steps back and takes a picture with one motion before you can cover yourself.<<fameexhibitionism30>> <<else>> "Nice pair," <<he>> says with relish while holding your shirt open. "Especially for a boy." <<He>> steps back and takes a picture with one motion before you can cover yourself.<<fameexhibitionism30>> <</if>> <<else>> <<if $playergenderappearance is "m">> "I don't know what's got you so riled," <<he>> says while holding your shirt open. <<He>> steps back and takes a picture with one motion.<<fameexhibitionism10>> <<else>> "I know why you're behaving this way," <<he>> says while holding your shirt open. "You're ashamed about being flat." <<He>> steps back and takes a picture with one motion before you can cover yourself.<<fameexhibitionism30>> <</if>> <</if>> <<gdelinquency>><<detention40>><<gtrauma>><<gstress>><<garousal>><<gtrauma60>><<gstress60>><<garousal60>><br><br> <<click [[Next|Breast Inspection End]]>><</click>><br> <</if>> :: Breast Inspection Flaunt [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> The <<person2>><<person>> undoes the buttons on <<his>> shirt, and holds it open so that no one but Leighton and <<person1>><<his>> camera can see. The headteacher takes a picture. "Good," <<he>> says, moving down the line. Most students look uncomfortable as it approaches their turn, and relieved following. Even boys who are used to being seen topless while swimming fidget and blush under Leighton's gaze.<br><br> <<He>> soon arrives at you. <<if $breastsize gte 5>> You open your shirt wide so that everyone can see. Your <<breasts>> tumble out. <<if $playergenderappearance is "m">> "Nice pair," <<he>> says. "Especially for a boy."<<fameexhibitionism40>> <<else>> "Nice pair," <<he>> says.<<fameexhibitionism40>> <</if>> <<elseif $breastsize gte 2>> You open your shirt wide so that everyone can see your <<breastsstop>> <<if $playergenderappearance is "m">> "Nice pair," <<he>> says.<<fameexhibitionism40>> <<else>> "Nice pair," <<he>> says. <<fameexhibitionism40>> <</if>> <<else>> You open your shirt wide so that everyone can see your <<breastsstop>> <<if $playergenderappearance is "m">> <<fameexhibitionism20>> <<else>> "Don't be ashamed about being flat," <<he>> says while leering at you.<<fameexhibitionism40>> <</if>> <</if>> <br><br> <<if $submissive gte 1150>> "I like being seen," you whisper. <<He>> takes several pictures before moving to the next student. <<elseif $submissive lte 850>> "You look like you want to touch them," you whisper. "In front of everyone." <<He>> hesitates, then takes several pictures before moving to the next student. <<else>> "I like showing them off," you whisper. <<He>> takes several pictures before moving to the next student. <</if>> <<exhibitionism4>> <<He>> takes several pictures before moving to the next student.<br><br> <<click [[Next|Breast Inspection End]]>><</click>><br> :: Breast Inspection Flat Flaunt [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> The <<person2>><<person>> undoes the buttons on <<his>> shirt, and holds it open so that no one but Leighton and <<person1>><<his>> camera can see. The headteacher takes a picture. "Good," <<he>> says, moving down the line. Most students look uncomfortable as it approaches their turn, and relieved following. Even boys who are used to being seen topless while swimming fidget and blush under Leighton's gaze.<br><br> <<He>> soon arrives at you. You hold your shirt open wide, making no attempt to hide from the rest of the class. Leighton hesitates a moment before taking a picture.<br><br> <<if $submissive gte 1150>> "You can take more if you like," you whisper. <<elseif $submissive lte 850>> "I know you want to see more of me," you whisper. <<else>> "Like what you see?" you whisper. <</if>> <<exhibitionism1>> <<fameexhibitionism20>> Leighton doesn't respond, but kneels to take a second picture, something <<he>> didn't do to any other student.<br><br> <<click [[Next|Breast Inspection End]]>><</click>><br> :: Breast Inspection End [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> Leighton continues down the line, taking pictures. <<He>> occasionally reaches and gropes their chest before continuing. <<He>> reaches the end of the line and puts <<his>> camera away as the last student covers up.<br><br> <<endevent>><<leighton>><<generatey2>><<person1>> The students start to relax, but it's not over. "One more thing," Leighton says. <<He>> puts <<his>> hand on a <<person2>><<persons>> shoulder and, gripping, steers <<him>> in front of the other students. <<person1>>"It's important to check for lumps," the headteacher continues. <<He>> stands behind the <<person2>><<person>> and reaches around <<him>> to undo the buttons on <<his>> shirt once more. The <<person>> reaches up as if to stop <<person1>><<himcomma>> but thinks better of it and drops <<person2>><<his>> arms. <<He>> looks resigned.<br><br> <<if $pronoun is "m">> Soon <<his>> sleek chest is exposed in front of everyone. <<person1>>Leighton reaches up and rests <<his>> hands on it. <<else>> Soon <<his>> breasts are exposed in front of everyone. <<He>> shuts <<his>> eyes as if enduring pain. <<person1>>Leighton reaches up and rests <<his>> hands on them. <</if>> <<He>> starts fondling <<person2>><<himstop>> <<person1>>When <<his>> fingers brush against <<person2>><<his>> nipples <<he>> jerks and tries to pull away, but Leighton pulls <<him>> back and leans in close. <<person1>>"You'll stand where I tell you to," <<he>> whispers.<br><br> Some students try to look away, but Leighton announces that all will look or suffer detention. <<He>> continues molesting the <<person2>><<person>> in front of everyone for several minutes, until footsteps are heard outside. <<person1>><<He>> pulls <<his>> hands away. "Everyone back to your seats." The <<person2>><<person>> does <<his>> shirt back up with trembling fingers.<br><br> <<person1>>The door opens and Sirris enters. "You're back sooner than I expected," Leighton says. "But the inspection is finished." <<He>> leaves before Sirris responds.<br><br> "My desk is in order this time," Sirris says, smiling. "Right, where were we?"<br><br> <<endevent>> <<click [[Next|Science Lesson]]>><</click>><br> :: Widgets School Projects [widget] <<widget "scienceprojectstart">><<nobr>> <<set $sciencelichentemple to 0>> <<set $sciencelichenpark to 0>> <<set $sciencelichenlake to 0>> <<set $sciencelichendrain to 0>> <<set $sciencelichentempleready to 0>> <<set $sciencelichenparkready to 0>> <<set $sciencelichenlakeready to 0>> <<set $sciencelichendrainready to 0>> <<set $scienceshroomwolf to 0>> <<set $scienceshroomheart to 0>> <<set $scienceshroomwolfready to 0>> <<set $scienceshroomheartready to 0>> <<set $sciencephallusready to 0>> <<set $sciencephallus to 0>> <<set $sciencephalluspenis to 0>> <<set $sciencephallusclit to 0>> <<set $sciencefaircheat to 0>> <</nobr>><</widget>> <<widget "scienceprojectfinish">><<nobr>> <<unset $sciencelichentemple>> <<unset $sciencelichenpark>> <<unset $sciencelichenlake>> <<unset $sciencelichendrain>> <<unset $sciencelichentempleready>> <<unset $sciencelichenparkready>> <<unset $sciencelichenlakeready>> <<unset $sciencelichendrainready>> <<unset $scienceshroomwolf>> <<unset $scienceshroomheart>> <<unset $scienceshroomwolfready>> <<unset $scienceshroomheartready>> <<unset $sciencephallus>> <<unset $sciencephallusready>> <<unset $sciencephalluspenis>> <<unset $sciencephallusclit>> <<unset $sciencefaircheat>> <<unset $sciencelichenchance>> <<unset $scienceshroomchance>> <<unset $sciencephalluschance>> <<unset $scienceprojectwarning>> <</nobr>><</widget>> <<widget "projectoptions">><<nobr>> <<if $scienceproject is "ongoing">> <<click [[Work on science project|Science Project]]>><</click>><br> <</if>> <br> <</nobr>><</widget>> <<widget "scienceprojectchance">><<nobr>> <<set $sciencelichenchance to $sciencelichenparkready * 25 + $sciencelichenlakeready * 25 + $sciencelichendrainready * 25 + $sciencelichentempleready * 25>> <<set $scienceshroomchance to $scienceshroomwolfready * 10 + $scienceshroomheartready * 10>> <<set $sciencephalluschance to $sciencephallusready * 10>> <</nobr>><</widget>> :: Science Project [nobr] <<effects>> <<if $sciencelichenknown is 1>> You have an ongoing project on lichen. It has a <<print ($sciencelichenparkready * 25 + $sciencelichenlakeready * 25 + $sciencelichendrainready * 25 + $sciencelichentempleready * 25)>>% chance of winning the fair.<br> <</if>> <<if $sciencelichentemple is 1 and $sciencelichentempleready isnot 1>> <<click [[Add pink lichen (3:00)|Science Project Lichen]]>><<set $phase to 0>><<pass120>><<pass60>><<set $science += 18>><</click>><<gggscience>><br> <</if>> <<if $sciencelichenpark is 1 and $sciencelichenparkready isnot 1>> <<click [[Add white lichen (3:00)|Science Project Lichen]]>><<set $phase to 1>><<pass120>><<pass60>><<set $science += 18>><</click>><<gggscience>><br> <</if>> <<if $sciencelichendrain is 1 and $sciencelichendrainready isnot 1>> <<click [[Add violet lichen (3:00)|Science Project Lichen]]>><<set $phase to 2>><<pass120>><<pass60>><<set $science += 18>><</click>><<gggscience>><br> <</if>> <<if $sciencelichenlake is 1 and $sciencelichenlakeready isnot 1>> <<click [[Add purple lichen (3:00)|Science Project Lichen]]>><<set $phase to 3>><<pass120>><<pass60>><<set $science += 18>><</click>><<gggscience>><br> <</if>> <br> <<if $scienceshroomknown is 1>> You have an ongoing project on mushrooms. It has a <<print ($scienceshroomwolfready * 10 + $scienceshroomheartready * 10)>>% chance of winning the fair.<br> You've measured $scienceshroomheartready/5 heartshrooms.<br> You've measured $scienceshroomwolfready/5 wolfshrooms.<br> <</if>> <<if $scienceshroomheart gt $scienceshroomheartready>> <<click [[Add heart shroom (1:00)|Science Project Shroom]]>><<set $phase to 0>><<pass60>><<set $science += 6>><</click>><<ggscience>><br> <</if>> <<if $scienceshroomwolf gt $scienceshroomwolfready>> <<click [[Add wolf shroom (1:00)|Science Project Shroom]]>><<set $phase to 1>><<pass60>><<set $science += 6>><</click>><<ggscience>><br> <</if>> <br> <<if $sciencephallusknown is 1>> You have an ongoing project on phallus size. It has a <<print ($sciencephallusready * 10)>>% chance of winning the fair.<br> <<if $sciencephallus gt $sciencephallusready>> <<click [[Add phallus (1:00)|Science Project Phallus]]>><<set $phase to 0>><<pass60>><<set $science += 6>><</click>><<ggscience>><br> <</if>> <</if>> You can only submit one project to the fair.<br><br> <<if $location is "home">> <<click [[Stop|Bedroom]]>><</click>><br> <<else>> <<click [[Stop|School Library]]>><</click>><br> <</if>> :: Science Project Lichen [nobr] <<effects>> <<if $phase is 0>><<set $sciencelichentempleready += 1>> You measure the pink lichen. You note down its weight, it's volume, where you found it and describe what it looks like. You note that it smells of strawberries. You feel warm.<<garousal>><<arousal 6>><br><br> <<elseif $phase is 1>><<set $sciencelichenparkready += 1>> You measure the white lichen. You note down its weight, it's volume, where you found it and describe what it looks like. You note that it smells of soot. You sneeze.<br><br> <<elseif $phase is 2>><<set $sciencelichendrainready += 1>> You measure the violet lichen. You note down its weight, it's volume, where you found it and describe what it looks like. You note that it smells of the sea. You feel strange and agitated.<<ggarousal>><<arousal 30>><br><br> <<else>><<set $sciencelichenlakeready += 1>> You measure the purple lichen. You note down its weight, it's volume, where you found it and describe what it looks like. You note that it smells sweet. Your hand is shaking by the end.<<set $drugged += 180>><br><br> <</if>> <<click [[Next|Science Project]]>><<set $phase to 0>><</click>><br> :: Science Project Shroom [nobr] <<effects>> <<if $phase is 0>><<set $scienceshroomheartready += 1>> You measure the heartshrooms. You note down the weight, volume, where you found them and describe what they look like. You note that they smell refreshing. You feel more energetic by the end.<<ltiredness>><<tiredness -6>><br><br> <<else>><<set $scienceshroomwolfready += 1>> You measure the wolfshroom. You note down the weight, volume, where you found them and describe what they look like. You note that they smell sweet. Your hand is shaking by the end.<<ggarousal>><<arousal 30>><br><br> <</if>> <<click [[Next|Science Project]]>><<set $phase to 0>><</click>><br> :: Science Project Phallus [nobr] <<effects>> <<set $sciencephallusready += 1>> You add the phallus measurements to your project. You incorporate the answers the owner gave you about their lifestyle.<br><br> The things you do for school.<br><br> <<click [[Next|Science Project]]>><<set $phase to 0>><</click>><br> :: Science Fair [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<leighton>><<generates2>><<person1>><<scienceprojectchance>> You enter the town hall. It's full of other students setting up their projects. You recognise others from your class. Most have investigated plants, and the room almost feels like a garden. You can enter a project, or just watch. Taking part will make the teachers think better of you whether you win or not.<br><br> <<if $sciencelichenknown is 1>> <<click [[Enter Lichen Project (3:00)|Science Fair Lichen]]>><<pass60>><<pass120>><</click>> <span class="gold">$sciencelichenchance% chance of winning.</span><br> <</if>> <<if $scienceshroomknown is 1>> <<click [[Enter Mushroom Project (3:00)|Science Fair Mushroom]]>><<pass60>><<pass120>><</click>> <span class="gold">$scienceshroomchance% chance of winning.</span><br> <</if>> <<if $sciencephallusknown is 1>> <<click [[Enter Phallus Project (3:00)|Science Fair Phallus]]>><<pass60>><<pass120>><</click>> <span class="gold">$sciencephalluschance% chance of winning.</span><br> <</if>> <<click [[Don't enter (3:00)|Science Fair Watch]]>><<pass60>><<pass120>><</click>><br> <<click [[Leave (0:05)|Cliff Street]]>><<pass5>><<endevent>><</click>><br> :: Science Fair Lichen [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $phase to 0>> <<if $sciencelichenchance is 0>> You don't have a lichen project. You draw some lichen and write down everything you know about the subject. That will have to do. A <<person2>><<person>> with a flower display beside yours looks over and smirks. <<elseif $sciencelichenchance lt 100>> You set up your lichen display and step back to admire it. It could be better, but it's not the worst in the room. A <<person2>><<person>> with a flower display beside yours looks over and smirks. <<else>> You set up your lichen display and step back to admire it. It couldn't be better. A <<person2>><<person>> with a flower display beside yours looks irritated. <</if>> <br><br> Leighton walks on stage and taps the microphone. Sirris stands beside <<person1>><<himstop>> "Thank you, boys and girls, for coming," <<he>> says. "I've seen some fine work already. Sirris and I will judge. Be patient."<br><br> Leighton and Sirris leave the stage and circle around the room. Leighton criticises the projects. Sirris observes, but gives words of encouragement if Leighton was particularly scathing. Still, some students are left tearful by the headteacher's remarks.<br><br> The teachers draw closer. The <<person2>><<person>> with the flower display bobs on <<his>> heels, brimming with confidence.<br><br> <<set $skulduggerydifficulty to 400>> <<click [[Sabotage them|Science Fair Sabotage]]>><</click>><<skulduggerydifficulty>><span class="gold"> +10% win chance</span><br> <<click [[Play fair|Science Fair Fair]]>><</click>><br> :: Science Fair Mushroom [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $phase to 1>> <<if $scienceshroomchance is 0>> You don't have a mushroom project. You draw some mushrooms and write down everything you know about them. That will have to do. A <<person2>><<person>> with a flower display beside yours looks over and smirks. <<elseif $scienceshroomchance lt 100>> You set up your mushroom display and step back to admire it. It could be better, but it's not the worst in the room. A <<person2>><<person>> with a flower display beside yours looks over and smirks. <<else>> You set up your mushroom display and step back to admire it. It couldn't be better. A <<person2>><<person>> with a flower display beside yours looks irritated. <</if>> <br><br> Leighton walks on stage and taps the microphone. Sirris stands beside <<person1>><<himstop>> "Thank you, boys and girls, for coming," <<he>> says. "I've seen some fine work already. Sirris and I will judge. Be patient."<br><br> Leighton and Sirris leave the stage and circle around the room. Leighton criticises the projects. Sirris observes, but gives words of encouragement if the headteacher was particularly scathing. Still, some students are left tearful by the Leighton's remarks.<br><br> The teachers draw closer. The <<person2>><<person>> with the flower display bobs on <<his>> heels, brimming with confidence.<br><br> <<set $skulduggerydifficulty to 400>> <<click [[Sabotage them|Science Fair Sabotage]]>><</click>><<skulduggerydifficulty>><span class="gold"> +10% win chance</span><br> <<click [[Play fair|Science Fair Fair]]>><</click>><br> :: Science Fair Phallus [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $phase to 2>> <<if $sciencephalluschance is 0>> You don't have a phallus project. You decide to draw some cocks on a piece of paper. That will have to do. A <<person2>><<person>> with a flower display beside yours looks over and snickers. <<elseif $scienceshroomchance lt 100>> You set up your phallus display and step back to admire it. It could be better, but it's not the worst in the room. A <<person2>><<person>> with a flower display beside yours looks over and gapes. <<else>> You set up your phallus display and step back to admire it. It couldn't be better. A <<person2>><<person>> with a flower display beside yours looks horrified. You're not sure if it's the subject matter or quality that upsets them. <</if>> <br><br> Leighton walks on stage and taps the microphone. Sirris stands beside <<person1>><<himstop>> "Thank you, boys and girls, for coming," <<he>> says. "I've seen some fine work already. Sirris and I will judge. Be patient."<br><br> Leighton and Sirris leave the stage and circle around the room. Leighton criticises the projects. Sirris observes, but gives words of encouragement if the headteacher was particularly scathing. Still, some students are left tearful by the Leighton's remarks.<br><br> The teachers draw closer. The <<person2>><<person>> with the flower display bobs on <<his>> heels, brimming with confidence.<br><br> <<set $skulduggerydifficulty to 400>> <<click [[Sabotage them|Science Fair Sabotage]]>><</click>><<skulduggerydifficulty>><span class="gold"> +10% win chance</span><br> <<click [[Play fair|Science Fair Fair]]>><</click>><br> :: Science Fair Sabotage [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You find a spare display board and drag it behind your own. You pin blank pieces of paper to it and write "Pretty flowers!" on each of them. Then you wait for your chance.<br><br> The <<person2>><<person>> starts chatting with the display owner to their other side. You creep over with the new display board and try to place it in front of <<his>> own. <<skulduggerycheck>> <<if $skulduggerysuccess is 1>><<set $sciencefaircheat += 10>> <span class="green"><<He>> doesn't notice.</span> And <<he>> doesn't look behind when <<he>> stops chatting.<br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> <<person1>>Leighton and Sirris arrive to find the display pretty, but vacuous. Leighton comments as much before moving on. The <<person2>><<person>> looks confused and angry, until <<he>> turns. <<His>> face turns white. In <<his>> haste to move the fake board <<he>> trips and tumbles to the ground. <<He>> scrambles to <<his>> feet and tries to plead <<his>> case to Sirris, who seems sympathetic. Leighton doesn't care.<br><br> <<else>> <span class="red">You bump the display, jostling <<his>> project and drawing <<his>> attention.</span> <<His>> mouth gapes when <<he>> sees you. <<He>> guards <<his>> display more vigilantly from then on.<<lcool10>><<lcool>><br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> <<person2>>Leighton and Sirris arrive to examine the <<persons>> project. Not even Leighton can find much wrong with it. <<person1>><<He>> comments as much before moving on. The <<person2>><<person>> looks relieved as the teachers approach yours.<br><br> <</if>> <<click [[Next|Science Fair Display]]>><</click>><br> :: Science Fair Fair [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<person2>>Leighton and Sirris arrive to examine the <<persons>> project. Not even Leighton can find much wrong with it. <<person1>><<He>> comments as much before moving on. The <<person2>><<person>> looks relieved as the teachers approach yours.<br><br> <<click [[Next|Science Fair Display]]>><</click>><br> :: Science Fair Display [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> Leighton and Sirris examine your project. <<if $phase is 0>> <<if $sciencelichenchance gte 100>> Even Leighton seems impressed. "I've never seen colours like this in lichen," <<he>> says. Sirris beams at you. <<elseif $sciencelichenchance gte 20>> Leighton yawns. "Lichen? How boring," <<he>> says. Sirris seems happier with it. <<else>> They don't seem impressed. "It's like you made it just now," Leighton says. "You didn't even collect any lichen. What a waste of time." <</if>> <<elseif $phase is 1>> <<if $scienceshroomchance gte 100>> Even Leighton seems impressed. "You've been thorough," <<he>> says. "Must have been a lot of work, finding these mushroom samples." Sirris beams at you. <<elseif $scienceshroomchance gte 20>> Leighton yawns. "Mushrooms grow in the forest," <<he>> says. "Who knew." Sirris seems more impressed. <<else>> They don't seem impressed. "I think the mushrooms went to your head," Leighton says. "What a waste of time." <</if>> <<elseif $phase is 2>> <<if $sciencephalluschance gte 100>> "This is... Different," Leighton says.<br><br> "It's for science," Sirris says. "<<pShe>> should be commended for originality."<br><br> Leighton nods, and reads one of the papers stuck to your board. "I can get behind this. Though I'm not sure people count as wildlife." <<elseif $sciencephalluschance gte 20>> "This is... Different," Leighton says. "It's for science," Sirris says. "<<pShe>> should be commended for originality." Leighton nods, and reads one of the papers stuck to your board. "I can get behind this. Though I'm not sure people count as wildlife."<br><br> <<else>> They stand and stare for a few moments. "So," Leighton says. "You decided to submit crudely drawn cocks to the science fair?" You nod. Sirris looks embarrassed.<br><br> <</if>> <</if>> <br><br> <<click [[Flirt|Science Fair Flirt]]>><</click>><span class="gold"> +10% win chance</span><br> <<click [[Explain your project|Science Fair Explain]]>><</click>><br> :: Science Fair Flirt [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $seductiondifficulty to 4000>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> You look Leighton in the eyes. "You must know much more about it than me," you whisper. "Maybe you can teach me in private?" Sirris looks away and blushes.<br><br> <<if $seductionrating gte $seductionrequired>><<set $sciencefaircheat += 10>> <span class="green">Leighton leans close.</span> "Maybe you could use some-," <<he>> pauses. "Personal tuition." <<He>> glances around as if remembering where <<he>> is and coughs. "That's enough," <<he>> says. They move on to the next project.<br><br> <<else>> <span class="red">Leighton laughs.</span> "Nice try," <<he>> says. They move on to the next project.<br><br> <</if>> <<click [[Next|Science Fair Finish]]>><</click>><br> :: Science Fair Explain [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You explain your project. Sirris listens and reads, while Leighton stares at you. "That's enough," <<he>> interrupts. They move on to the next project.<br><br> <<click [[Next|Science Fair Finish]]>><</click>><br> :: Science Fair Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<person1>> Leighton and Sirris examine the remaining projects. One is just an essay taped to a board. Another looks more like an art project.<br><br> The public roam between the displays, asking questions and flirting inappropriately with students. <<if $phase is 2>> Yours attracts a lot of attention for its subject. A lot of inappropriate flirting too. <</if>> <br><br> The teachers confer on the stage, then Leighton steps up to the microphone. "We've made a decision," <<he>> says. <<if $phase is 0 and $sciencelichenchance + $sciencefaircheat gte $rng>> "The trophy goes to the <span class="green">student with the lichen project.</span>" Sirris waves at you. "Come on up."<br><br> You climb the stage and shake Leighton's hand as <<he>> smiles at a waiting photographer. <<He>> hands you the trophy. There's <span class="gold">£500</span> inside. <<set $money += 50000>>The audience cheer and applaud. The <<person2>><<person>> looks upset, but claps along.<<set $sirrislove += 5>><<llltrauma>><<trauma -120>><<famebusiness100>><br><br> <<endevent>><<sirris>><<person1>>Sirris follows you off the stage. "I'm so happy you took to the project with such enthusiasm," <<he>> says. <<He>> and Leighton herd you and the other students from the building.<<lldelinquency>><<delinquency -54>><br><br> <<set $scienceproject to "won">><<set $scienceprojectwon to 1>> <<scienceprojectfinish>> <<click [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</click>><br> <<elseif $phase is 1 and $scienceshroomchance + $sciencefaircheat gte $rng>> "The trophy goes to the <span class="green">student with the mushroom project.</span>" Sirris waves at you. "Come on up."<br><br> You climb the stage and shake Leighton's hand as <<he>> smiles at a waiting photographer. <<He>> hands you the trophy. There's <span class="gold">£500</span> inside. <<set $money += 50000>>The audience cheer and applaud. The <<person2>><<person>> looks upset, but claps along.<<set $sirrislove += 5>><<llltrauma>><<trauma -120>><<famebusiness100>><br><br> A group of students surround you as you climb down from the stage. They want to hear the story of how you collected the mushrooms that only grow deep in the woods, deeper than the bravest of them have ventured. Leighton herds you and the other students from the hall.<<ldelinquency>><<delinquency -18>><<ggcool>><<status 18>><br><br> <<set $scienceproject to "won">><<set $scienceprojectwon to 1>> <<scienceprojectfinish>> <<click [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</click>><br> <<elseif $phase is 2 and $sciencephalluschance + $sciencefaircheat gte $rng>> "The trophy goes to the <span class="green">student with the phallus project.</span>" Murmuring fills the hall. Sirris waves at you. "Come on up." <br><br> You climb the stage and shake Leighton's hand as <<he>> smiles at a waiting photographer. <<He>> hands you the trophy. There's <span class="gold">£500</span> inside. The audience cheer and applaud. <<if $sciencephalluschance is 0>> The <<person2>><<person>> looks upset. <<His>> fists clench. "No," <<he>> shouts. "I won't accept this. All <<pshe>> did was draw some privates." <<He>> marches up the stage. "Give me that trophy!" <<He>> tries to wrestle it from your grip.<br><br> <<click [[Let them take it|Science Fair Take]]>><</click>><br> <<click [[Wrestle|Science Fair Wrestle]]>><</click>><br> <<else>> The <<person2>><<person>> looks upset, but claps along.<<set $sirrislove += 5>><<llltrauma>><<trauma -120>><<famebusiness100>><<famesex100>><<set $money += 50000>><br><br> The photographer accosts you as you leave the stage, wanting to know more about how you acquired your data. Leighton herds you and the other students from the hall.<<ldelinquency>><<delinquency -18>><br><br> <<set $scienceproject to "won">><<set $scienceprojectwon to 1>> <<scienceprojectfinish>> <<click [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</click>><br> <</if>> <<else>> <span class="red"><<He>> announces that the <<person2>><<person>> with a flower display is the winner.</span> <<He>> rushes up to accept <<his>> trophy.<br><br> Leighton herds you and the other students from the hall. "Thank you for taking part," Sirris says to you on the way out. "It's good practice." <<ldelinquency>><<delinquency -18>><br><br> <<set $scienceproject to "done">> <<scienceprojectfinish>> <<click [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</click>><br> <</if>> :: Science Fair Take [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> The <<person>> snatches the trophy and runs from the hall. The audience boos, probably unaware of why you won.<<set $sirrislove += 5>><<llltrauma>><<trauma -120>><<famebusiness100>><<famesex100>><br><br> The photographer accosts you as you leave the stage, wanting to know more about how you acquired your data. Leighton herds you and the other students from the hall.<<ldelinquency>><<delinquency -18>><br><br> <<set $scienceproject to "won">><<set $scienceprojectwon to 1>> <<scienceprojectfinish>> <<click [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</click>><br> :: Science Fair Wrestle [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $physique gte $rng * 100 + 6000>> You try to keep hold of the trophy, and manage to <span class="green">push the <<person>> to the ground.</span> "It's not fair!" <<he>> shouts. <<He>> scrambles to <<his>> feet and runs from the hall.<<set $money += 50000>><<set $sirrislove += 5>><<llltrauma>><<trauma -120>><<famebusiness100>><<famesex100>><br><br> The photographer accosts you as you leave the stage, wanting to know more about how you acquired your data. Leighton herds you and the other students from the hall.<<ldelinquency>><<delinquency -18>><br><br> <<set $scienceproject to "won">><<set $scienceprojectwon to 1>> <<scienceprojectfinish>> <<click [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</click>><br> <<else>> You try to keep hold of the trophy, <span class="red">but the <<person>> is stronger.</span> <<He>> twists it from your grip and run from the hall. The audience boos, probably unaware of why you won.<<llltrauma>><<trauma -120>><<famebusiness100>><<famesex100>><br><br> The photographer accosts you as you leave the stage, wanting to know more about how you acquired your data. Leighton herds you and the other students from the hall.<<ldelinquency>><<delinquency -18>><br><br> <<set $scienceproject to "won">><<set $scienceprojectwon to 1>> <<scienceprojectfinish>> <<click [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</click>><br> <</if>> :: Science Fair Watch [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You walk among the students and examine their projects. Some are more impressive than others. One is just an essay taped to a board. Another looks more like an art project.<br><br> The public are allowed in. They roam between the displays, asking questions and flirting inappropriately with students.<br><br> Leighton walks on stage and taps the microphone. Sirris stands beside <<himstop>> "Thank you, boys and girls, ladies and gentlemen, for coming," <<he>> says. "I've seen some fine work already. Sirris and I will judge. Be patient."<br><br> Leighton and Sirris leave the stage and begin to circle around the room. Leighton criticises the projects. Sirris observes, but gives words of encouragement if Leighton was particularly scathing. Still, some students are left tearful by the headteacher's remarks.<br><br> After conferring they announce that a <<person2>><<person>> with a flower display is the winner.<br><br> Leighton herds you and the other students from the hall. You might have learned something.<<gscience>><<set $science += 6>><br><br> <<set $scienceproject to "done">> <<scienceprojectfinish>> <<click [[Next|Cliff Street]]>><<endevent>><<set $eventskip to 1>><</click>><br>
fire2244/degrees
game/loc-school.twee
twee
unknown
533,695
:: Sea Beach [nobr] <<set $outside to 1>><<set $location to "beach">><<water>><<effects>><<set $bus to "seabeach">> You are swimming in the sea along the beach. <<if $daystate is "day">> <<if $weather is "clear">> It is awash with visitors, children build sandcastles and play in the water while their parents bask in the sun. A group of teenagers are playing volleyball. <<elseif $weather is "overcast">> The clouds have driven away most would-be visitors, but there are still people strolling along the water's edge. <<elseif $weather is "rain">> The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers. <</if>> <<elseif $daystate is "dawn">> <<if $weather is "clear">> It is a popular destination for joggers, some have dogs with them. A few families are setting up windbreakers. A group of teenagers are playing volleyball. <<elseif $weather is "overcast">> It is a popular destination for joggers, some have dogs with them. Fog blocks your view of the ocean. <<elseif $weather is "rain">> The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers. <</if>> <<elseif $daystate is "dusk">> <<if $weather is "clear">> Families are leaving as the sun sets. A group of teenagers are playing volleyball. <<elseif $weather is "overcast">> It is mostly deserted, but some people are strolling along the water's edge. <<elseif $weather is "rain">> The beach itself is mostly deserted due to the rain, but the violent waves have attracted surfers. <</if>> <<elseif $daystate is "night">> <<if $weather is "clear">> It appears deserted, save for a group of teenagers who are drinking around a fire. <<elseif $weather is "overcast">> It appears deserted. <<elseif $weather is "rain">> It appears deserted. <</if>> <</if>> <br><br> <<if $seaswim is 1>><<set $seaswim to 0>> You spend some time swimming. <<physique3>><<swimmingskilluse>> <</if>> <<if $exposed gte 1>> You keep your <<lewdness>> hidden beneath the surface of the water. <<if $daystate isnot "night">> You can't leave the water here, people would see you! <</if>> <br><br> <</if>> <<if $stress gte 10000>><<passoutbeach>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsseabeach>> <<else>> <<if $exposed lte 0>> <<click [[Leave the water (0:02)|Beach]]>><<pass2>><</click>><br> <</if>> <<click "Practice swimming (0:30)">><<pass30>><<lstress30>><<gtiredness30>><<set $seaswim to 1>><<script>>state.display(state.active.title, null, "back")<</script>><</click>><<gswimming>><<lstress>><<gtiredness>><br> <<if $unclad is 0>> <<click [[Swim out to sea (0:10)|Sea]]>><<pass10>><<gtiredness10>><<set $sea to 0>><</click>><<gtiredness>><<swimmingdifficultytext100>><br> <</if>> <br> <<searocks>><<swimmingdifficultytext0>><br> <<seadocks>><<swimmingdifficultytext0>><br> <br> <<stripactions>> <</if>> <</if>> <<set $eventskip to 0>> :: Widgets Events Sea [widget] <<widget "eventsseabeach">><<nobr>> <<if $daystate isnot "night" and $weather is "clear">> <<if $rng gte 96>> <<sea1>> <<elseif $rng gte 81>> <<seabeach1>> <<elseif $rng gte 61>> <<sea5>> <<elseif $rng gte 36>> <<seatangle>> <<else>> <<sea2>> <</if>> <<elseif $daystate isnot "night" and $weather is "rain">> <<if $rng gte 96>> <<sea1>> <<elseif $rng gte 81>> <<seabeach2>> <<elseif $rng gte 71>> <<searape>> <<elseif $rng gte 51>> <<sea5>> <<elseif $rng gte 36>> <<seatangle>> <<else>> <<sea2>> <</if>> <<elseif $daystate isnot "night">> <<if $rng gte 81>> <<sea1>> <<elseif $rng gte 71>> <<searape>> <<elseif $rng gte 51>> <<sea5>> <<elseif $rng gte 36>> <<seatangle>> <<else>> <<sea2>> <</if>> <<else>> <<if $rng gte 95>> <<if $swarmdisable is "f">><<sea3>><<else>><<sea1>><</if>> <<elseif $rng gte 81>> <<sea1>> <<elseif $rng gte 61>> <<sea5>> <<else>> <<sea2>> <</if>> <</if>> <</nobr>><</widget>> <<widget "eventssea">><<nobr>> <<if $rng gte 91>> <<if $swarmdisable is "f">><<sea3>><<else>><<sea1>><</if>> <<elseif $rng gte 81>> <<sea1>> <<elseif $rng gte 71>> <<searape>> <<elseif $rng gte 51>> <<sea5>> <<elseif $rng gte 36>> <<seatangle>> <<else>> <<sea2>> <</if>> <</nobr>><</widget>> <<widget "eventdeepsea">><<nobr>> <<if $rng gte 86>> <<if $swarmdisable is "f">><<sea3>><<else>><<sea1>><</if>> <<elseif $rng gte 71>> <<sea1>> <<elseif $rng gte 56>> <<sea4>> <<elseif $rng gte 41>> <<seavore>> <<elseif $rng gte 25>> <<sea5>> <<else>> <<seatentacles>> <</if>> <</nobr>><</widget>> :: Widgets Sea [widget] <<widget "seabeach1">><<nobr>> <<set $rng to random(1, 100)>> <<generate1>><<person1>>A <<person>> swims up to you and grabs your butt.<<if $undertype is "naked" and $lowertype is "naked">> "Not wearing anything down here? You're such a naughty <<girlstop>>"<</if>> <<He>> fondles you with increasing passion.<br><br> <<if $rng gte 81>> <<click [[Pull away|Sea Beach Molestation]]>><<set $molestationstart to 1>><</click>> <<else>> <<click [[Pull away|Sea Beach Molestation Finish]]>><<set $finish to 1>><</click>> <</if>> <br> <<click [[Allow it|Sea Beach Molestation]]>><<set $sexstart to 1>><</click>><<promiscuous1>> <</nobr>><</widget>> <<widget "seabeach2">><<nobr>> <<set $rng to random(1, 100)>> A large wave heads towards you. Before it reaches you however, a <<generate1>><<person1>><<person>> on a surf board plucks you from the water as <<he>> sails past. <<He>> holds down your arms with one hand and muzzles you with the other.<br><br> <<click [[Next|Sea Beach Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</click>> <</nobr>><</widget>> <<widget "sea1">><<nobr>> <<set $rng to random(1, 100)>> <<if $bestialitydisable is "f" and $rng gte 81>> Three dolphins swim up to you and nudge you playfully. You pet them back, but they're persistent. One of them starts rubbing against you while the other two prevent you from moving away.<br><br> <<click [[Next|Sea Dolphins]]>><<set $molestationstart to 1>><</click>> <<else>> Three dolphins swim up to you and nudge you playfully. You pet them back. <<lstress>><<ltrauma>><<lstress60>><<ltrauma60>><br><br> <<if $deviancy gte 35 and $bestialitydisable is "f">> <<click [[Pet them lewdly|Sea Dolphins Sex]]>><<set $sexstart to 1>><</click>><<deviant3>><br><br> <</if>> <<destinationeventend>> <</if>> <</nobr>><</widget>> <<widget "sea2">><<nobr>> <<set $rng to random(1, 100)>> A large wave heads towards you. <<if $uncladoutfit is 0 and $uncladupper is 0 and $uncladlower is 0 and $uncladunder is 0>> You are pulled into the wave and sucked upwards, before floating back down on the other side. That was fun!<<lstress>><<lstress60>> <<else>> You are pulled into the wave and sucked upwards. The force tears your clothes away from your grip! <<if $rng gte 81>> After the wave has passed you look around for your missing clothing, but it's nowhere to be found. Your clothes lost, you become much more conscious of your <<nuditystop>><<garousal>><<gstress>><<garousal60>><<gstress60>><<set $unclad to 0>> <<if $uncladoutfit is 1>><<set $uncladoutfit to 0>> <<upperruined>><<lowerruined>> <</if>> <<if $uncladupper is 1>><<set $uncladupper to 0>> <<upperruined>> <</if>> <<if $uncladlower is 1>><<set $uncladlower to 0>> <<lowerruined>> <</if>> <<if $uncladunder is 1>><<set $uncladunder to 0>> <<underruined>> <</if>> <<else>> After the wave has passed you look around for your missing clothing, and see it floating not far from you. You swim over to it, not feeling relief until it's recovered. <</if>> <</if>> <br><br> <<destinationeventend>> <</nobr>><</widget>> <<widget "sea3">><<nobr>> <<set $rng to random(1, 100)>> You feel something rub against your leg. You look down and see the culprit, an eel. More arrive; they twirl around you, their slimy caresses at once disgusting you and inciting shameful feelings. Swarms of them are rising from the depths beneath you. You look around and see a buoy not too far away. If you could swim to it, you could climb to safety.<br><br> <<click [[Next|Sea Eels]]>><<set $molestationstart to 1>><</click>> <</nobr>><</widget>> <<widget "sea4">><<nobr>> <<generate1>><<generate2>> A fishing boat turns towards you, and heads in your direction. The net envelops you, and you are hoisted onto the deck. <br><br> A <<person1>><<person>> and <<person2>><<person>> smile down at you. "We got ourselves a lively one," says the <<person1>><<personstop>><br><br> <<click [[Next|Boat Molestation]]>><<set $molestationstart to 1>><</click>><br> <</nobr>><</widget>> <<widget "sea5">><<nobr>> <<if $bestialitydisable is "f">> <<if $squidcount is 0>> You feel something soft touch your <<genitalsstop>> You look beneath the water and see a small squid rubbing you with its tentacles.<<garousal>><<garousal60>><br> <<elseif $squidcount is 1>> You feel something soft touch your <<breastsstop>> You look beneath the water and see a small squid rubbing you with its tentacles.<<garousal>><<garousal60>><br> <<elseif $squidcount is 2>> You feel something soft touch your <<breastsstop>> You look beneath the water and see a small squid rubbing you with its tentacles.<<garousal>><<garousal60>><br> <<elseif $squidcount is 3>> You feel something soft touch your <<bottomstop>> You look beneath the water and see a small squid rubbing you with its tentacles.<<garousal>><<garousal60>><br> <<else>> You feel something soft touch your skin. You look beneath the water and see a small squid rubbing you with its tentacles.<<garousal>><<garousal60>><br> <</if>> <br> <<click [[Let it continue|Sea Squid]]>><</click>><<deviant1>><br> <<click [[Pull it away|Sea Pull]]>><</click>><br> <<else>> <<sea2>> <</if>> <</nobr>><</widget>> <<widget "seavore">><<nobr>> <<if $voredisable is "f">> A large creature emerges from the depths, drawn by your scent. Before you even know it's there, it grabs your legs with its maw, gripping you tight. <br><br> <<click [[Next|Sea Vore]]>><<set $molestationstart to 1>><</click>> <<else>> <<sea1>> <</if>> <</nobr>><</widget>> <<widget "seatangle">><<nobr>> <<if $lowertype isnot "naked" and $lowertype isnot "chastity">> Your waist becomes tangled in seaweed. It would be easier to untangle if you removed your <<bottoms>> first, and there's no one else around... <br><br> <<click [[Undress|Sea Tangle Undress]]>><</click>><<exhibitionist1>><br> <<click [[Don't undress (0:01)|Sea Tangle]]>><<pass1>><<gstress60>><</click>><<gstress>><br> <<else>> Your waist becomes tangled in seaweed. It takes a minute to free yourself.<<pass1>><<gstress10>><<gstress>> <br><br> <<destinationeventend>> <br><br> <</if>> <</nobr>><</widget>> <<widget "searape">><<nobr>> <<generate1>><<person1>> Something grabs you firmly by the ankle, and drags you beneath the water. A <<person>> rises from the murk, wearing a diving mask.<br><br> <<click [[Next|Sea Rape]]>><<set $molestationstart to 1>><</click>><br> <</nobr>><</widget>> <<widget "seatentacles">><<nobr>> <<if $tentacledisable is "f">> Something brushes against your leg, then grabs you by the waist. Several tentacles rise from the water.<br><br> <<click [[Next|Sea Tentacles]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<seavore>> <</if>> <</nobr>><</widget>> :: Widgets Sea Beach [widget] <<widget "seabeach">><<nobr>> <<click [[Swim to the beach (0:10)|Sea Beach]]>><<pass10>><<gtiredness10>><</click>><<gtiredness>> <</nobr>><</widget>> <<widget "seabeachquick">><<nobr>> <<click [[Swim to the beach|Sea Beach]]>><</click>> <</nobr>><</widget>> <<widget "seabeacheventend">><<nobr>> <<click [[Next|Sea Beach]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Sea Dolphins [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast3init>><<set $beasttype to "dolphin">><<set $water to 1>><<set $claws to 0>> <<if $daystate isnot "night" and $location is "beach">> <<set $rescue to 1>> <</if>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Sea Dolphins Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Sea Dolphins Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Sea Dolphins Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Sea Dolphins]]>><</click>></span><<nexttext>> <</if>> :: Sea Dolphins Finish [nobr] <<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $beastno gte 3>> The $beasttype recoils in pain and fear, but another is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Sea Dolphins]] <<elseif $beastno is 2>> The $beasttype recoils in pain and fear, but the last is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Sea Dolphins]] <<elseif $beastno is 1>> The $beasttype recoils in pain and fear.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</click>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $beastno gte 3>> Satisfied, the $beasttype moves and another takes its turn.<<set $beastno to $beastno - 1>><br><br> [[Next|Sea Dolphins]] <<elseif $beastno is 2>> Satisfied, the $beasttype moves and the last takes its turn.<<set $beastno to $beastno - 1>><br><br> [[Next|Sea Dolphins]] <<elseif $beastno is 1>> Satisfied, the $beasttype moves away from you.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</click>> <</if>> <<elseif $finish is 1>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The $beasttype whimpers and flees into the darkness of the sea. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The $beasttype leaves you floating in the water. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the dolphins flee into the sea. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The dolphins leave you spent and shivering in the water. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The dolphins leave you spent and shivering in the water. <</if>><br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued to $rescued + 1>> <<generate1>><<person1>>A whistle blows, startling the dolphins. A lifeguard in a small boat races toward you. The dolphins make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach.<br><br> <<tearful>> you gather yourself. <<clotheson>> <<endcombat>> <<destinationeventend>> <</if>> :: Beast Finish [nobr] <<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $beastno gte 3>> The $beasttype recoils in pain and fear, but another takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Sea Dolphins]] <<elseif $beastno is 2>> The $beasttype recoils in pain and fear, but the other takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Sea Dolphins]] <<elseif $beastno is 1>> The $beasttype recoils in pain and fear.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $beastno gte 3>> Satisfied, the $beasttype leaves you be. Another takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Sea Dolphins]] <<elseif $beastno is 2>> Satisfied, the $beasttype leaves you be. The other takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Sea Dolphins]] <<elseif $beastno is 1>> Satisfied, the $beasttype leaves you be.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Sea Dolphins Finish]]>><<set $finish to 1>><</click>> <<elseif $finish is 1>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The $beasttype whimpers and flees into the darkness. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The $beasttype leaves you lying on the pavement. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the $beasttype flee into the darkness. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The $beasttype leave you spent and shivering on the pavement. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The $beasttype leave you spent and shivering on the pavement. One is slowed by a limp. <</if>><br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $alarm is 1 and $rescue is 1>> <<clotheson>> <<endcombat>> <<destinationeventend>> <</if>> :: Sea Eels [nobr] <<set $outside to 1>><<set $location to "sea">><<effects>> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $swarmname to "swarms">> <<set $swarmmove to "moving towards you">> <<set $swarmcreature to "eels">> <<set $swarmspill to "encircle you">> <<set $swarmsteady to "fend off">> <<set $swarmSteady to "Fend off">> <<set $swarmcount to 10>> <<set $swarm1 to "active">> <<set $swarm2 to "contained">> <<set $swarm3 to "contained">> <<set $swarm4 to "contained">> <<set $swarm5 to "contained">> <<set $swarm6 to "contained">> <<set $swarm7 to "contained">> <<set $swarm8 to "contained">> <<set $swarm9 to "contained">> <<set $swarm10 to "contained">> <<set $swarmactive to 1>> <<set $swimdistance to 15>> <<set $water to 1>> <</if>> <<if $swimdistance gte 20>> You need to start swimming toward the buoy! <<elseif $swimdistance gte 10>> The buoy is still a long way off. <<elseif $swimdistance gte 5>> You've passed half way to the buoy. <<elseif $swimdistance gte 1>> You're almost at the buoy. <<else>> The buoy is within arm's reach! <</if>> <br><br> <<swarmeffects>> <<swarm>> <<swarmactions>> <<if $stress gte 10000>> <span id="next"><<click [[Next|Sea Eels Finish]]>><</click>></span><<nexttext>> <<elseif $swimdistance lte 0>> <span id="next"><<click [[Next|Sea Eels Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Sea Eels Finish [nobr] <<effects>> <<if $stress gte 10000>> It's all just too much for you. You pass out.<br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underoff isnot 0>> <<underruined>> <</if>> <<endcombat>> <<click [[Next|Passout Beach]]>><<pass60>><</click>> <<else>> <<tearful>> you haul yourself out of the water. The eels wriggle off of you to escape the open air. You cling to the buoy and hang above the writhing mass. The swarms soon dissipate and return to the depths.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <</if>> :: Sea Beach Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $daystate isnot "night" and $location is "beach">> <<set $rescue to 1>> <</if>> <<if $phase isnot 1>> You try to pull away, but <<he>> won't let you!<br><br> <<else>> <<set $lefthand to "arms">> <<set $leftarm to "grappled">> <<set $rightarm to "grappled">> <<set $righthand to "mouth">> <<set $mouthuse to "grappled">> <</if>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<promiscuity1>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 100>> <<if $daystate isnot "night" and $location is "beach">> <<set $rescue to 1>> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Sea Beach Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Sea Beach Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Sea Beach Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Sea Beach Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Sea Beach Molestation]]>><</click>></span><<nexttext>> <</if>> :: Sea Beach Molestation Finish [nobr] <<effects>> <<if $finish is 1>> The <<person>> looks around for someone else to hassle.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $enemyhealth lte 0>> <<effects>> <<He>> falls backwards into the water. By the time <<he>> recovers, you've disappeared into the crowds. <<tearful>> you gather yourself. <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> Satisfied, <<he>> kicks you and swims away.<<violence3>><br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> leaves you floating in the water.<br><br> <<else>> Smiling, <<he>> kisses you on the cheek. <<He>> leaves you floating in the water.<br><br> <</if>> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued to $rescued + 1>> <<generate1>><<person1>>A whistle blows, startling the <<personstop>> A lifeguard in a small boat races toward you. The <<person>> gives you an angry look, but leaves without further fuss. Seeing <<him>> leave, the lifeguard heads back to the beach. <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <</if>> :: Widgets Sea Rocks [widget] <<widget "searocks">><<nobr>> <<click [[Swim to the rocks (0:10)|Sea Rocks]]>><<pass10>><<gtiredness10>><</click>><<gtiredness>> <</nobr>><</widget>> <<widget "searocksquick">><<nobr>> <<click [[Swim to the rocks|Sea Rocks]]>><</click>> <</nobr>><</widget>> <<widget "searockseventend">><<nobr>> <<click [[Next|Sea Rocks]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Sea Rocks [nobr] <<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "searocks">> You are swimming in the sea near some rocks, west of the beach. <<if $daystate is "night">> <<if $weather is "rain">> The dark water is hammered by rain all around you. <<else>> The water is dark and foreboding. <</if>> <<else>> <<if $weather is "rain">> The surface is agitated by the deluge of rain. <<else>> The water is calm and clear. <</if>> <</if>> <br><br> <<if $seaswim is 1>><<set $seaswim to 0>> You spend some time swimming.<<physique3>><<swimmingskilluse>> <</if>> <<if $exposed gte 1>> You keep your <<lewdness>> hidden beneath the surface of the water. <br><br> <</if>> <<if $stress gte 10000>><<passoutbeach>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventssea>> <<else>> <<click [[Climb onto the rocks (0:02)|Rocks]]>><<pass2>><</click>><br> <<click "Practice swimming 0:30">><<pass30>><<lstress30>><<gtiredness30>><<set $seaswim to 1>><<script>>state.display(state.active.title, null, "back")<</script>><</click>><<gswimming>><<lstress>><<gtiredness>><br> <<click [[Swim out to sea (0:10)|Sea]]>><<pass10>><<gtiredness10>><<set $sea to 0>><</click>><<gtiredness>><<swimmingdifficultytext100>><br> <br> <<seabeach>><<swimmingdifficultytext0>><br> <</if>> <</if>> <<set $eventskip to 0>> :: Rocks [nobr] <<set $outside to 1>><<set $location to "sea">><<effects>> You are on the rocks to the west of the beach. Most of them become covered by water depending on the tide. The rocks hide you from view of the town.<br><br> <<if $phase is 1>><<set $phase to 0>> You search for pieces of seaweed long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your chest. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <<plantupper>><br><br> <<if $rng gte 91 and $chestparasite is 0 and $parasitedisable is "f">> Your satisfaction is interrupted by a pinching sensation on your nipples. Shocked, you pull down your top to find the culprit. Two small sea urchins have latched to your teats. They massage and suck your nipples as if trying to nurse. They don't hurt at all, but the sensations are arousing you. You tug them in a bid to be free of their molestation, but they cling too tightly. What's more, touching them with any amount of force makes them suck more intensely. You'll need help to remove them.<<set $chestparasite to 1>><<set $parasitestat to $parasitestat + 1>><<garousal>><<garousal60>><br><br> <</if>> <</if>> <<if $phase is 2>><<set $phase to 0>> You search for pieces of seaweed long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your waist. It's fragile and revealing, and you don't think you could take it off without breaking it, but it's better than nothing. <<plantlower>><br><br> <<if $rng gte 91 and $penisparasite is 0 and $penisexist is 1 and $parasitedisable is "f">> Your satisfaction is interrupted by a pinching sensation on your <<penisstop>> Shocked, you lift your skirt to find the culprit. A small sea urchin has latched on. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $penisparasite to 1>><<garousal>><<garousal60>><<set $parasitestat to $parasitestat + 1>><br><br> <<elseif $rng gte 91 and $clitparasite is 0 and $vaginaexist is 1 and $parasitedisable is "f">> Your satisfaction is interrupted by a pinching sensation on your <<pussystop>> Shocked, you lift your skirt to find the culprit. A small sea urchin has latched onto your clit. It massages and sucks as if trying to nurse. It doesn't hurt at all, but the sensations are making you feel shamefully aroused. You tug it in a bid to be free of its molestation, but it clings too tightly. What's more, touching it with any amount of force makes it suck more intensely. You'll need help to remove it.<<set $clitparasite to 1>><<garousal>><<garousal60>><<set $parasitestat to $parasitestat + 1>><br><br> <</if>> <</if>> <<if $stress gte 10000>><<passoutbeach>> <<else>> <<if $upperexposed gte 2 or $upperwetstage gte 3>> <<click [[Make a top out of seaweed (0:20)|Rocks]]>><<pass20>><<set $phase to 1>><</click>><br> <</if>> <<if $lowerexposed gte 2 and $underexposed gte 1 or $lowerwetstage gte 3 and $underwetstage gte 3 or $lowerwetstage gte 3 and $underexposed gte 1>> <<click [[Make a skirt out of seaweed (0:20)|Rocks]]>><<pass20>><<set $phase to 2>><</click>><br> <</if>> <br> <<click [[Go into the water (0:02)|Sea Rocks]]>><<pass2>><</click>><br> <</if>> <<set $eventskip to 0>> :: Widgets Sea Docks [widget] <<widget "seadocks">><<nobr>> <<click [[Swim to the docks (0:10)|Sea Docks]]>><<pass10>><<gtiredness10>><</click>><<gtiredness>> <</nobr>><</widget>> <<widget "seadocksquick">><<nobr>> <<click [[Swim to the docks|Sea Docks]]>><</click>> <</nobr>><</widget>> <<widget "seadockseventend">><<nobr>> <<click [[Next|Sea Docks]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Sea Docks [nobr] <<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "seadocks">> You are swimming in the sea near the docks, east of the beach. <<if $daystate is "night">> <<if $weather is "rain">> The dark water is hammered by rain all around you. <<else>> The water is dark and foreboding. <</if>> <<else>> <<if $weather is "rain">> The surface is agitated by the deluge of rain. <<else>> The docks bustle with activity. The water is calm and clear. <</if>> <</if>> <br><br> <<if $seaswim is 1>><<set $seaswim to 0>> You spend some time swimming.<<physique3>><<swimmingskilluse>> <</if>> <<if $exposed gte 1>> You keep your <<lewdness>> hidden beneath the surface of the water. <br><br> <</if>> <<if $stress gte 10000>><<passoutbeach>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventssea>> <<else>> <<click [[Climb onto the docks (0:02)|Mer Street]]>><<pass2>><</click>><br> <<click "Practice swimming 0:30">><<pass30>><<lstress30>><<gtiredness30>><<set $seaswim to 1>><<script>>state.display(state.active.title, null, "back")<</script>><</click>><<gswimming>><<lstress>><<gtiredness>><br> <<click [[Swim out to sea (0:10)|Sea]]>><<pass10>><<gtiredness10>><<set $sea to 0>><</click>><<gtiredness>><<swimmingdifficultytext100>><br> <br> <<seabeach>><<swimmingdifficultytext0>><br> <<seacliffs>><<swimmingdifficultytext100>><br> <</if>> <</if>> <<set $eventskip to 0>> :: Widgets Sea Cliffs [widget] <<widget "seacliffs">><<nobr>> <<click [[Swim to the cliffs (0:10)|Sea Cliffs]]>><<pass10>><<gtiredness10>><</click>><<gtiredness>> <</nobr>><</widget>> <<widget "seacliffsquick">><<nobr>> <<click [[Swim to the cliffs|Sea Cliffs]]>><</click>> <</nobr>><</widget>> <<widget "seacliffseventend">><<nobr>> <<click [[Next|Sea Cliffs]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Sea Cliffs [nobr] <<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "seacliffs">> You are swimming in the sea at the base of some cliffs, east of the docks. A large storm drain exits above you, creating a waterfall. <<if $daystate is "night">> <<if $weather is "rain">> The dark water is hammered by rain all around you. <<else>> The water is dark and foreboding. <</if>> <<else>> <<if $weather is "rain">> The surface is agitated by the deluge of rain. <<else>> The water is calm and clear. <</if>> <</if>> <br><br> <<if $seaswim is 1>><<set $seaswim to 0>> You spend some time swimming.<<physique3>><<swimmingskilluse>> <</if>> <<if $exposed gte 1>> You keep your <<lewdness>> hidden beneath the surface of the water.<br><br> <</if>> <<if $stress gte 10000>><<passoutbeach>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventssea>> <<else>> <<set $swimmingdifficulty to random(1,100)>> <<swimmingcheck>> <<if $swimmingcheck is "fail">> You try to swim against the tide, <span class="red">but it's too strong for you.</span> You are swept out to sea.<br> <br><br> <<click [[Next|Sea]]>><<set $sea to 0>><</click>><br> <<elseif $swimmingcheck is "pass">> <<click "Practice swimming 0:30">><<pass30>><<lstress30>><<gtiredness30>><<set $seaswim to 1>><<script>>state.display(state.active.title, null, "back")<</script>><</click>><<gswimming>><<lstress>><<gtiredness>><<swimmingdifficultytext100>><br> <<click [[Swim out to sea (0:10)|Sea]]>><<pass10>><<gtiredness10>><<set $sea to 0>><</click>><<gtiredness>><<swimmingdifficultytext100>><br> <br> <<seadocks>><<swimmingdifficultytext0>><br> <</if>> <</if>> <</if>> <<set $eventskip to 0>> :: Sea [nobr] <<set $outside to 1>><<set $location to "sea">><<water>><<effects>><<set $bus to "sea">> <<if $sea is 0>> You are swimming in the sea. You are near the beach outside town.<<physique>><br><br> <<if $stress gte 10000>><<passoutbeach>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventdeepsea>> <<else>> <<set $swimmingdifficulty to random(-100,100)>> <<swimmingcheck>> <<if $swimmingcheck is "fail">> You try to swim against the tide, <span class="red">but it's too strong for you.</span> You are swept further out to sea.<br> <br><br> <<click [[Next|Sea]]>><<set $sea += 10>><</click>><br> <<elseif $swimmingcheck is "pass">> <span class="green">You successfully swim against the tide.</span><br><br> <<click [[Swim Further out (0:10)|Sea]]>><<set $sea += 10>><<pass10>><<gtiredness10>><</click>><<gtiredness>><<swimmingdifficultytext100>><br> <<click [[Swim Towards Shore (0:10)|Sea Beach]]>><<pass10>><<gtiredness10>><<set $sea to 0>><</click>><<gtiredness>><<swimmingdifficultytext0>><br> <</if>> <</if>> <</if>> <<elseif $sea lte 20>> You are swimming in the sea. You can see the town nearby.<<physique>><br><br> <<if $stress gte 10000>><<passoutbeach>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventdeepsea>> <<else>> <<set $swimmingdifficulty to random(-100,100)>> <<swimmingcheck>> <<if $swimmingcheck is "fail">> You try to swim against the tide, <span class="red">but it's too strong for you.</span> You are swept further out to sea.<br> <br><br> <<click [[Next|Sea]]>><<set $sea += 10>><</click>><br> <<elseif $swimmingcheck is "pass">> <span class="green">You successfully swim against the tide.</span><br><br> <<click [[Swim Further out (0:10)|Sea]]>><<pass10>><<gtiredness10>><<set $sea += 10>><</click>><<gtiredness>><<swimmingdifficultytext200>><br> <<click [[Swim Towards Shore (0:10)|Sea]]>><<pass10>><<gtiredness10>><<set $sea -= 10>><</click>><<gtiredness>><<swimmingdifficultytext100>><br> <</if>> <</if>> <</if>> <<elseif $sea lte 50>> You are swimming in the sea. You can see the town in the distance.<<physique>><br><br> <<if $stress gte 10000>><<passoutbeach>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventdeepsea>> <<else>> <<set $swimmingdifficulty to random(-100,200)>> <<swimmingcheck>> <<if $swimmingcheck is "fail">> You try to swim against the tide, <span class="red">but it's too strong for you.</span> You are swept further out to sea.<br> <br><br> <<click [[Next|Sea]]>><<set $sea += 10>><</click>><br> <<elseif $swimmingcheck is "pass">> <span class="green">You successfully swim against the tide.</span><br><br> <<click [[Swim Further out (0:10)|Sea]]>><<pass10>><<gtiredness10>><<set $sea += 10>><</click>><<gtiredness>><<swimmingdifficultytext300>><br> <<click [[Swim Towards Shore (0:10)|Sea]]>><<pass10>><<gtiredness10>><<set $sea -= 10>><</click>><<gtiredness>><<swimmingdifficultytext100>><br> <</if>> <</if>> <</if>> <<elseif $sea lte 99>> You are swimming in the sea. You can see the town on the horizon.<<physique>><br><br> <<if $stress gte 10000>><<passoutbeach>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventdeepsea>> <<else>> <<set $swimmingdifficulty to random(-100,300)>> <<swimmingcheck>> <<if $swimmingcheck is "fail">> You try to swim against the tide, <span class="red">but it's too strong for you.</span> You are swept further out to sea.<br> <br><br> <<click [[Next|Sea]]>><<set $sea += 10>><</click>><br> <<elseif $swimmingcheck is "pass">> <span class="green">You successfully swim against the tide.</span><br><br> <<click [[Swim Further out (0:10)|Sea]]>><<pass10>><<gtiredness10>><<set $sea += 10>><</click>><<gtiredness>><<swimmingdifficultytext400>><br> <<click [[Swim Towards Shore (0:10)|Sea]]>><<pass10>><<gtiredness10>><<set $sea -= 10>><</click>><<gtiredness>><<swimmingdifficultytext200>><br> <</if>> <</if>> <</if>> <<elseif $sea gte 100>><<set $sea to 100>> You are swimming in the sea. You can see the town on the horizon.<<physique>><br><br> <<if $stress gte 10000>><<passoutbeach>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventdeepsea>> <<else>> <<set $swimmingdifficulty to random(-100,400)>> <<swimmingcheck>> <<if $swimmingcheck is "fail">> You try to swim against the tide, <span class="red">but it's too strong for you.</span> You are swept further out to sea.<br> <br><br> <<click [[Next|Sea]]>><<set $sea += 10>><</click>><br> <<elseif $swimmingcheck is "pass">> <span class="green">You successfully swim against the tide.</span><br><br> <<click [[Swim Towards Shore (0:10)|Sea]]>><<pass10>><<gtiredness10>><<set $sea -= 10>><</click>><<gtiredness>><<swimmingdifficultytext300>><br> <</if>> <</if>> <</if>> <</if>> <<set $eventskip to 0>> :: Widgets Deep Sea [widget] <<widget "seamove">><<nobr>> <<click [[Next (0:10)|Sea]]>><<pass10>><<gtiredness10>><</click>><<gtiredness>> <</nobr>><</widget>> <<widget "seamovequick">><<nobr>> <<click [[Next|Sea]]>><</click>> <</nobr>><</widget>> <<widget "seamoveeventend">><<nobr>> <<click [[Next|Sea]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Boat Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $enemytrust -= 20>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Boat Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Boat Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Boat Molestation]]>><</click>></span><<nexttext>> <</if>> :: Boat Molestation Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Finished with you, they dump you unceremoniously into the sea.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<tearful>> you swim to the surface.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Sea]]>><<set $eventskip to 1>><</click>><br> <<elseif $enemyhealth lte 0>> They recoil in pain. "Fuck, it's a violent one," says the <<person1>><<personstop>> They push you off the boat.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<tearful>> you swim to the surface.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Sea]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Sea Vore [nobr] <<set $outside to 1>><<set $location to "sea">><<effects>> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $combat to 1>> <<molested>> <<controlloss>> <<if $tentacledisable is "f" and $hallucinations gte 1>> <<set $enemytype to "tentacles">> <<set $tentacleno to 2>> <<set $tentaclehealth to 15>> <<tentaclestart>> <<set $tentacle1shaft to "leftarm">><<set $leftarm to "grappled">> <<set $tentacle2shaft to "rightarm">><<set $rightarm to "grappled">> <span class="purple">A $tentacle1 tentacle and $tentacle2 tentacle emerge from the creature and restrain your arms.</span><br><br> <</if>> <<set $vorestage to 1>> <<set $vorecreature to "whale">> <<set $vorestrength to 1>> <<if $hallucinations gte 1>> <<set $voretentacles to 1>> <<else>> <<set $voretentacles to 0>> <</if>> <</if>> <<if $tentacledisable is "f" and $hallucinations gte 1 and $enemytype is "tentacles">> <<voreeffects>><<effectstentacles>> <<vore>><<tentacles>> <<statetentacles>> <<voreactions>><<actionstentacles>> <<else>> <<voreeffects>> <<vore>> <<voreactions>> <</if>> <<if $stress gte 10000>> <span id="next"><<click [[Next|Sea Vore Finish]]>><</click>></span><<nexttext>> <<elseif $vorestage lte 0>> <span id="next"><<click [[Next|Sea Vore Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Sea Vore Finish [nobr] <<effects>> <<if $stress gte 10000>> It's all just too much for you. You pass out.<br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underoff isnot 0>> <<underruined>> <</if>> <<endcombat>> <<click [[Next|Passout Beach]]>><<pass60>><</click>> <<else>> <<tearful>> you haul yourself out of the $vorecreature's maw. It decides against pursuing you further, and disappears back into the depths.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <</if>> :: Sea Tangle Undress [nobr] <<water>><<effects>> You <<nervously>> remove your <<bottomscomma>> exposing yourself beneath the water. Once removed, it's easy to untangle it from the seaweed.<<exhibitionism1>> <br><br> <<destinationeventend>> :: Sea Tangle [nobr] <<water>><<effects>> You start to untangle yourself without undressing. It takes a minute to free yourself. <br><br> <<destinationeventend>> :: Sea Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $enemyarousalmax to 200>> <<set $mouth to "underwater">> <<endif>> <<underwater>><<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Sea Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Sea Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Sea Rape]]>><</click>></span><<nexttext>> <</if>> :: Sea Rape Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> leaves you alone, and you struggle to the surface for air.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<tearful>> you cough and splutter.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $enemyhealth lte 0>> The <<person>> suddenly recoils from you. It looks like something is wrong with <<his>> diving mask. <<He>> swims away, and you struggle to the surface for air.<br><br> <<tearful>> you cough and splutter.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <</if>> :: Sea Tentacles [nobr] <<set $outside to 1>><<set $location to "sea">> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<controlloss>> <<molested>> <<set $tentacleno to 8>> <<set $tentaclehealth to 15>> <<tentaclestart>> <<set $tentacle1shaft to "waist">> <</if>> <<effects>> <<effectstentacles>> <<tentacles>> <<statetentacles>> <<actionstentacles>> <<if $activetentacleno lte ($tentacleno / 2)>> <span id="next"><<click [[Next|Sea Tentacles Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Sea Tentacles]]>><</click>></span><<nexttext>> <</if>> :: Sea Tentacles Finish [nobr] <<water>><<effects>> The creature loses interest in you, and returns to the depths. <<tearful>> you struggle to stay afloat. <<clotheson>> <<endcombat>> <<destinationeventend>> :: Sea Dolphins Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">> <<beast3init>><<set $beasttype to "dolphin">><<set $water to 1>><<set $claws to 0>> <<if $daystate isnot "night" and $location is "beach">> <<set $rescue to 1>> <</if>> You pet further and further down the dolphin's belly. They take the hint, and swim closer to you in excitement.<<deviancy3>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Sea Dolphins Sex Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Sea Dolphins Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Sea Dolphins Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Sea Dolphins Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Sea Dolphins Sex]]>><</click>></span><<nexttext>> <</if>> :: Sea Dolphins Sex Finish [nobr] <<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $beastno gte 3>> The $beasttype recoils in pain and fear, but another is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Sea Dolphins Sex]] <<elseif $beastno is 2>> The $beasttype recoils in pain and fear, but the last is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Sea Dolphins Sex]] <<elseif $beastno is 1>> The $beasttype recoils in pain and fear.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Sea Dolphins Sex Finish]]>><<set $finish to 1>><</click>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $beastno gte 3>> Satisfied, the $beasttype moves and another takes its turn.<<set $beastno to $beastno - 1>><br><br> [[Next|Sea Dolphins Sex]] <<elseif $beastno is 2>> Satisfied, the $beasttype moves and the last takes its turn.<<set $beastno to $beastno - 1>><br><br> [[Next|Sea Dolphins Sex]] <<elseif $beastno is 1>> Satisfied, the $beasttype moves away from you.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Sea Dolphins Sex Finish]]>><<set $finish to 1>><</click>> <</if>> <<elseif $finish is 1>> <<if $consensual is 1>> The dolphins swim away from you.<br><br> <<else>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The $beasttype whimpers and flees into the darkness of the sea. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The $beasttype leaves you floating in the water. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the dolphins flee into the sea. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The dolphins leave you spent and shivering in the water. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The dolphins leave you spent and shivering in the water. <</if>><br><br> <</if>> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued to $rescued + 1>> <<generate1>><<person1>>A whistle blows, startling the dolphins. A lifeguard in a small boat races toward you. The dolphins make a chittering noise, then flee away from the shore. Seeing them leave, the lifeguard heads back to the beach.<br><br> <<tearful>> you gather yourself. <<clotheson>> <<endcombat>> <<destinationeventend>> <</if>> :: Sea Squid [nobr] <<water>><<effects>> <<set $squidcount += 1>> You feel a thrill as you let the squid continue its devilish work.<<deviancy1>><br><br> <<destinationeventend>> :: Sea Pull [nobr] <<water>><<effects>> You pull the squid and its probing tentacles away from you. <br><br> <<destinationeventend>>
fire2244/degrees
game/loc-sea.twee
twee
unknown
47,928
:: Industrial Drain [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "industrialdrain">> You are within the storm drain system beneath the industrial district. Water rushes down the centre, flanked by a thin walkway on each side.<br><br> You can access several parts of town from here.<br><br> <<if $stress gte 10000>><<passoutdrain>> <<else>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsdrain>> <<else>> <<commercialdrain>><br> <<drainexit>><br> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> <<elk>><br> <<mer>><br> <<harvest>><br> <</if>> <br> <<industrial>><br> <</if>> <</if>> <<set $eventskip to 0>> :: Widgets Industrial Drain [widget] <<widget "industrialdrain">><<nobr>> <<click [[Industrial Drain System (0:05)|Industrial Drain]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "industrialdrainquick">><<nobr>> <<click [[Industrial Drain System|Industrial Drain]]>><</click>> <</nobr>><</widget>> <<widget "industrialdraineventend">><<nobr>> <<click [[Next|Industrial Drain]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Commercial Drain [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "commercialdrain">> You are within the storm drain system beneath the commercial district. Water rushes down the centre, flanked by a thin walkway on each side.<br><br> You can access several parts of town from here.<br><br> <<if $stress gte 10000>><<passoutdrain>> <<else>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsdrain>> <<else>> <<residentialdrain>><br> <<industrialdrain>><br> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> <<high>><br> <<connudatus>><br> <<cliff>><br> <<nightingale>><br> <<starfish>><br> <<oxford>><br> <</if>> <br> <<commercial>><br> <<park>><br> <br> <<if $historytrait gte 2 and $schooldrainintro gte 1>> <<click [[Secret tunnel to school (0:02)|School Toilets]]>><<pass2>><</click>><br> <</if>> <</if>> <</if>> <<set $eventskip to 0>> :: Widgets Commercial Drain [widget] <<widget "commercialdrain">><<nobr>> <<click [[Commercial Drain System (0:05)|Commercial Drain]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "commercialdrainquick">><<nobr>> <<click [[Commercial Drain System|Commercial Drain]]>><</click>> <</nobr>><</widget>> <<widget "commercialdraineventend">><<nobr>> <<click [[Next|Commercial Drain]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Widgets Residential Drain [widget] <<widget "residentialdrain">><<nobr>> <<click [[Residential Drain System (0:05)|Residential Drain]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "residentialdrainquick">><<nobr>> <<click [[Residential Drain System|Residential Drain]]>><</click>> <</nobr>><</widget>> <<widget "residentialdraineventend">><<nobr>> <<click [[Next|Residential Drain]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Residential Drain [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "residentialdrain">> You are within the storm drain system beneath the residential district. Water rushes down the centre, flanked by a thin walkway on each side.<br><br> You can access several parts of town from here.<br><br> <<if $stress gte 10000>><<passoutdrain>> <<else>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsdrain>> <<else>> <<commercialdrain>><br> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> <<domus>><br> <<barb>><br> <<danube>><br> <<wolf>><br> <</if>> <br> <<residential>><br> <</if>> <</if>> <<set $eventskip to 0>> :: Widgets Passout Drain [widget] <<widget "passoutdrain">> [[Everything fades to black...->Passout Drain]] <<endwidget>> :: Passout Drain [nobr] You've pushed yourself too much.<br><br> <<passout>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>> <<if $rng gte 51>> <<if $bestialitydisable is "f">> <<click [[Wake up|Passout Beast Drain]]>><<set $molestationstart to 1>><</click>> <<else>> <<click [[Wake up|Passout Drain Abduction]]>><<set $molestationstart to 1>><</click>> <</if>> <<elseif $rng gte 1>> <<click [[Wake up|Passout Drain Abduction]]>><<set $molestationstart to 1>><</click>> <</if>> <<else>> <<ambulance>> <</if>> <<pass60>> <<set $trauma to $trauma +10>><<set $stress to $stress - 2000>> :: Passout Beast Drain [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast4init>><<set $beasttype to "lizard">> You awaken to the sound of hissing. Four lizards tower above you! <<endif>> <<effects>> <<effectsman>><br><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Passout Beast Drain Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Passout Beast Drain Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Passout Beast Drain]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Passout Beast Drain Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Passout Beast Drain Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Passout Beast Drain]]>><</click>></span><<nexttext>> <<endif>> :: Passout Beast Drain Ejaculation [nobr] <<effects>> <<beastejaculation>> <<if $beastno gte 3>> Satisfied, the beast leaves you be. Another takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Passout Beast Drain]] <<elseif $beastno is 2>> Satisfied, the beast leaves you be. The other takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Passout Beast Drain]] <<elseif $beastno is 1>> Satisfied, the beast leaves you be.<<set $beastno to $beastno - 1>><br><br> [[Next|Passout Beast Drain End]] <</if>> :: Passout Beast Drain Escape [nobr] <<effects>> <<beastwound>> <<if $beastno gte 3>> The beast recoils in pain and fear, but another takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Passout Beast Drain]] <<elseif $beastno is 2>> The beast recoils in pain and fear, but the other takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Passout Beast Drain]] <<elseif $beastno is 1>> The beast recoils in pain and fear.<<set $beastno to $beastno - 1>><br><br> [[Next|Passout Beast Drain End]] <</if>> :: Passout Beast Drain End [nobr] <<effects>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The lizard hisses and flees into the darkness. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The lizard leaves you lying on the cement. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the lizards flee into the darkness. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The lizards leave you spent and shivering in the dark. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The lizards leave you spent and shivering in the dark. One seems to be limping. <</if>><br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<set $stress -= 1000>> <<destinationeventend>> :: Widgets Storm Drain Entrance [widget] <<widget "stormdrain">><<nobr>> <<click [[Manhole (0:05)|Storm Drain Entrance]]>><<pass5>><</click>> <</nobr>><</widget>> :: Storm Drain Entrance [nobr] <<set $outside to 1>><<effects>> You peer down the manhole. It leads to the network of storm drains beneath the town.<br><br> <<if $bus is "nightingale">> <<commercialdrainquick>><br> <</if>> <<if $bus is "domus">> <<residentialdrainquick>><br> <</if>> <<if $bus is "elk">> <<industrialdrainquick>><br> <</if>> <<if $bus is "high">> <<commercialdrainquick>><br> <</if>> <<if $bus is "starfish">> <<commercialdrainquick>><br> <</if>> <<if $bus is "barb">> <<residentialdrainquick>><br> <</if>> <<if $bus is "connudatus">> <<commercialdrainquick>><br> <</if>> <<if $bus is "wolf">> <<residentialdrainquick>><br> <</if>> <<if $bus is "harvest">> <<industrialdrainquick>><br> <</if>> <<if $bus is "oxford">> <<commercialdrainquick>><br> <</if>> <<if $bus is "danube">> <<residentialdrainquick>><br> <</if>> <<if $bus is "mer">> <<industrialdrainquick>><br> <</if>> <<if $bus is "cliff">> <<commercialdrainquick>><br> <</if>> <<if $bus is "industrial">> <<industrialdrainquick>><br> <</if>> <<if $bus is "residential">> <<residentialdrainquick>><br> <</if>> <<if $bus is "commercial">> <<commercialdrainquick>><br> <</if>> <<if $bus is "park">> <<commercialdrainquick>><br> <</if>> <<destination>> :: Widgets Drain Exit [widget] <<widget "drainexit">><<nobr>> <<click [[Drain ocean exit (0:05)|Drain Exit]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "drainexitquick">><<nobr>> <<click [[Drain ocean exit|Drain Exit]]>><</click>> <</nobr>><</widget>> <<widget "drainexiteventend">><<nobr>> <<click [[Next|Drain Exit]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Drain Exit [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "drainexit">> You are within the storm drain system, close to where it flows out into the sea. Water rushes down the centre, flanked by a thin walkway on each side.<br><br> <<if $stress gte 10000>><<passoutdrain>> <<else>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsdrain>> <<else>> <<if $scienceproject is "ongoing" and $sciencelichendrain is 0>> <<click [[Examine Lichen|Drain Lichen]]>><<set $sciencelichendrain to 1>><</click>><br> <</if>> <<industrialdrain>><br> <br> <</if>> <</if>> <<set $eventskip to 0>> :: Passout Drain Abduction [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<generate1>><<generate2>><<man1init>><<set $leftarm to "bound">><<set $rightarm to "bound">><<upperruined>><<lowerruined>><<underruined>> You awaken in a windowless room. A length of tubing is wrapped around your waist, binding your arms behind your back and suspending you from the ceiling. A <<person1>><<person>> and <<person2>><<person>> sit in front of you. "<<pShe>>'s awake," the <<person>> walks behind you and gives you a firm smack on your rear. "We get to keep anything we find on the job. So we're just gonna help ourselves to you. Don't try to resist."<br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0>> <span id="next"><<click [[Next|Passout Drain Abduction]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Passout Drain Abduction Finish]]>><</click>></span><<nexttext>> <</if>> :: Passout Drain Abduction Finish [nobr] <<if $enemyhealth lte 0>><<set $stress -= 1000>> <<effects>> You push the <<person1>><<person>> and <<person2>><<person>> away from you. Before they can recover, you twist free of the tubing and escape from the room. <<tearful>> you run up a flight of stairs and another door later you find yourself outside.<br><br> <<endcombat>> <<industrialeventend>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<clotheson>> <<if $enemyanger gte 1>> The <<person1>><<person>> starts untying you from the ceiling while the <<person2>><<person>> opens a hatch on the floor beneath you. You plunge through the hatch and into icy water.<br><br> <<endcombat>> <<click [[Next|Drain Water]]>><<set $bus to "industrialdrain">><</click>> <<else>> Having had their fun, they untie you from the ceiling and shove you outside. "Good luck!" They slam the door behind you.<br><br> <<tearful>> you gather yourself.<br><br> <<endcombat>> <<industrialeventend>> <</if>> <</if>> <<set $stress -= 1000>> :: Drain Water [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<water>> You are within the storm drain system, being pulled along by the rushing water.<br><br> <<if $unbindattempt is 1>><<set $unbindattempt to 0>> <<if $rng gte 51>><<unbind>>You try to weaken your bonds against the side of the tunnel. They loosen, and you manage to free your arms!<br><br> <<else>> You try to weaken your bonds against the side of the tunnel, but fail to free your arms.<br><br> <</if>> <</if>> <<if $stress gte 10000>> You can't take anymore. You pass out.<br><br> <<click [[Next|Drain Water Passout]]>><</click>> <<else>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure) and $eventskip isnot 1>> <<set $rng to random(1, 100)>> <<if $rng gte 75 and $slimedisable is "f" and $hallucinations gte 2>> The water starts congealing around you.<br><br> <<click [[Next|Drain Water Slime]]>><<set $molestationstart to 1>><</click>><br> <<elseif $rng gte 51 and $swarmdisable is "f">> A swarm of eels moves towards you.<br><br> <<click [[Next|Drain Water Eels]]>><<set $molestationstart to 1>><</click>> <<elseif $rng gte 26 and $upperexposed gte 2 and $chestparasite is 0 and $parasitedisable is "f">> You try to swim to the walkway, but you're interrupted by a pinching sensation on your nipples. Two strange molluscs have attached themselves to you, and suckle as if trying to nurse. They cling more tightly when you touch them, eliciting shameful feelings. You'll need help removing them. <<set $chestparasite to 1>><<set $parasitestat to $parasitestat + 1>><<garousal>><<garousal60>><br><br> <<click [[Next|Drain Water]]>> <<if $bus is "residentialdrain">> <<set $bus to "commercialdrain">> <<elseif $bus is "commercialdrain">> <<set $bus to "industrialdrain">> <<elseif $bus is "industrialdrain">> <<set $bus to "drainexit">> <</if>> <</click>><br> <<elseif $bestialitydisable is "f">> A shadow in the water moves towards you.<br><br> <<click [[Next|Drain Water Lizard]]>><<set $molestationstart to 1>><</click>> <<else>> You try to swim to the walkway, but the water is too strong. <<if $bus is "drainexit">> You are carried into the open air and plummet into the sea below.<br><br> <<click [[Next|Sea Cliffs]]>><<set $upperintegrity -= 20>><<set $lowerintegrity -= 20>><<set $underintegrity -= 20>><</click>> <<else>> It pulls you further along the drain system.<br><br> <<click [[Next|Drain Water]]>><</click>><br> <</if>> <<if $bus is "residentialdrain">> <<set $bus to "commercialdrain">> <<elseif $bus is "commercialdrain">> <<set $bus to "industrialdrain">> <<elseif $bus is "industrialdrain">> <<set $bus to "drainexit">> <</if>> <</if>> <<else>> <<if $leftarm is "bound" and $rightarm is "bound">> You struggle to stay above the surface. <<if $bus isnot "drainexit">> <br><br> <<click [[Free your arms|Drain Water]]>> <<if $bus is "residentialdrain">> <<set $bus to "commercialdrain">> <<elseif $bus is "commercialdrain">> <<set $bus to "industrialdrain">> <<elseif $bus is "industrialdrain">> <<set $bus to "drainexit">> <</if>> <<set $unbindattempt to 1>> <</click>> <<else>> The water carries you toward the end of the drain. You try to cling to the side with your restricted arms, but to no avail. You are carried into the open air and plummet into the sea below.<br><br> <<click [[Next|Sea Cliffs]]>><<set $upperintegrity -= 20>><<set $lowerintegrity -= 20>><<set $underintegrity -= 20>><</click>> <</if>> <<else>> You cling to the edge of the tunnel and haul yourself to safety.<br><br> <<if $bus is "residentialdrain">> <<residentialdraineventend>><br> <<elseif $bus is "commercialdrain">> <<commercialdraineventend>><br> <<elseif $bus is "industrialdrain">> <<industrialdraineventend>><br> <<elseif $bus is "drainexit">> <<drainexiteventend>><br> <</if>> <</if>> <</if>> <</if>> <<set $eventskip to 0>> :: Drain Water Eels [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $swarmname to "swarms">> <<set $swarmmove to "moving towards you">> <<set $swarmcreature to "eels">> <<set $swarmspill to "encircle you">> <<set $swarmsteady to "fend off">> <<set $swarmSteady to "Fend off">> <<set $swarmcount to 10>> <<set $swarm1 to "active">> <<set $swarm2 to "contained">> <<set $swarm3 to "contained">> <<set $swarm4 to "contained">> <<set $swarm5 to "contained">> <<set $swarm6 to "contained">> <<set $swarm7 to "contained">> <<set $swarm8 to "contained">> <<set $swarm9 to "contained">> <<set $swarm10 to "contained">> <<set $swarmactive to 1>> <<if $bus is "residentialdrain">> <<set $timer to 40>> <<elseif $bus is "commercialdrain">> <<set $timer to 30>> <<elseif $bus is "industrialdrain">> <<set $timer to 20>> <<else>> <<set $timer to 10>> <</if>> <<set $water to 1>> <<set $swimdistance to 8>> <</if>> <<if $bus is "drainexit">> You see the the exit of the drains up ahead. If you don't reach safety soon, you'll be carried into the ocean!<br><br> <</if>> <<swarmeffects>> <<set $swimdistance += 1>><<if $swimdistance gte 20>><<set $swimdistance to 20>><</if>> The water pulls you further along the tunnel. <<if $swimdistancecheck is $swimdistance>> You fight against the current, but it is too strong to make headway. You need to use both arms. <<elseif $swimdistancecheck gt $swimdistance>> You fight against the current and move closer to safety. <<elseif $swimdistancecheck lt $swimdistance>> You are dragged further away from safety. <</if>> <<if $swimdistance gte 15>> You've been pulled away from the walkway. <<elseif $swimdistance gte 10>> The walkway is some distance away from you. <<elseif $swimdistance gte 5>> The walkway is close. <<elseif $swimdistance gte 2>> The walkway is almost within reach. <<else>> <span class="teal">The walkway is within reach!</span> <</if>> <<set $swimdistancecheck to $swimdistance>> <br><br> <<swarm>> <<swarmactions>> <<if $stress gte 10000>> <span id="next"><<click [[Next|Drain Water Eels Finish]]>><</click>></span><<nexttext>> <<elseif $timer lte 0>> <span id="next"><<click [[Next|Drain Water Eels Finish]]>><</click>></span><<nexttext>> <<elseif $swimdistance lte 1>> <span id="next"><<click [[Next|Drain Water Eels Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Drain Water Lizard [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "lizard">> A large lizard rears out of the water! <<if $bus is "residentialdrain">> <<set $timer to 40>> <<elseif $bus is "commercialdrain">> <<set $timer to 30>> <<elseif $bus is "industrialdrain">> <<set $timer to 20>> <<else>> <<set $timer to 10>> <</if>> <<endif>> <<if $bus is "drainexit">> You see the the exit of the drains up ahead.<br><br> <</if>> <<effects>> <<effectsman>><br><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $timer lte 0>> <span id="next"><<click [[Next|Drain Water Lizard Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Drain Water Lizard Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Drain Water Lizard Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Drain Water Eels Finish [nobr] <<effects>> <<if $swimdistance lte 1>> <<tearful>> you haul yourself out of the water, leaving the swarm behind you. The eels wriggle off of you to escape the open air.<br><br> <<if $timer gte 30>> <<set $bus to "residentialdrain">> <<elseif $timer gte 20>> <<set $bus to "commercialdrain">> <<elseif $timer gte 10>> <<set $bus to "industrialdrain">> <<else>> <<set $bus to "drainexit">> <</if>> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $timer lte 0>> The water carries you toward the end of the drain. You try to cling to the side of the tunnel, but to no avail. You are carried into the open air and plummet into the sea below. <<tearful>> you struggle to the surface.<br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underoff isnot 0>> <<underruined>> <</if>> <<clotheson>> <<endcombat>> <<seacliffseventend>> <<else>> It's all just too much for you. You pass out.<br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underoff isnot 0>> <<underruined>> <</if>> <<endcombat>> <<click [[Next|Drain Water Passout]]>><<pass60>><</click>> <</if>> :: Drain Water Passout [nobr] <<effects>> Your unconscious body is carried along the drains until you are dropped into the sea. The shock wakes you.<br><br> <<click [[Next|Sea Cliffs]]>><</click>> <<set $stress -= 2000>><<set $trauma += 10>> :: Drain Water Lizard Finish [nobr] <<effects>> <<if $timer gte 30>> <<set $bus to "residentialdrain">> <<elseif $timer gte 20>> <<set $bus to "commercialdrain">> <<elseif $timer gte 10>> <<set $bus to "industrialdrain">> <<else>> <<set $bus to "drainexit">> <</if>> <<if $timer lte 0>> The water carries you toward the end of the drain. You try to cling to the side of the tunnel, but to no avail. You are carried into the open air and plummet into the sea below. <<tearful>> you struggle to the surface.<br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underoff isnot 0>> <<underruined>> <</if>> <<clotheson>> <<endcombat>> <<seacliffseventend>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Its seed deposited, the beast loses interest in you.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Drain Water]]>><<set $eventskip to 1>><</click>> <<else>> It whimpers and flees into the darkness.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Drain Water]]>><<set $eventskip to 1>><</click>> <</if>> :: Widgets Events Drain [widget] <<widget "eventsdrain">><<nobr>> <<if $rng gte 80 and $hallucinations gte 2 and $tentacledisable is "f">> Several tentacles rise from the water, blocking your path and trapping you on the walkway.<br><br> <<click [[Next|Drain Tentacles]]>><<set $molestationstart to 1>><</click>><br> <<else>> A torrent of water rushes through a pipe to your right, colliding with you and knocking you into the canal!<br><br><<set $upperintegrity -= 10>><<set $lowerintegrity -= 10>><<set $underintegrity -= 10>><<set $pain += 5>> <<click [[Next|Drain Water]]>><</click>> <</if>> <</nobr>><</widget>> :: Drain Water Slime [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $swarmname to "slime masses">> <<set $swarmmove to "moving towards you">> <<set $swarmcreature to "slimes">> <<set $swarmspill to "encircle you">> <<set $swarmsteady to "fend off">> <<set $swarmSteady to "Fend off">> <<set $swarmcount to 10>> <<set $swarm1 to "active">> <<set $swarm2 to "contained">> <<set $swarm3 to "contained">> <<set $swarm4 to "contained">> <<set $swarm5 to "contained">> <<set $swarm6 to "contained">> <<set $swarm7 to "contained">> <<set $swarm8 to "contained">> <<set $swarm9 to "contained">> <<set $swarm10 to "contained">> <<set $swarmactive to 1>> <<if $bus is "residentialdrain">> <<set $timer to 40>> <<elseif $bus is "commercialdrain">> <<set $timer to 30>> <<elseif $bus is "industrialdrain">> <<set $timer to 20>> <<else>> <<set $timer to 10>> <</if>> <<set $water to 1>> <<set $swimdistance to 10>> <</if>> <<if $bus is "drainexit">> You see the the exit of the drains up ahead. If you don't reach safety soon, you'll be carried into the ocean!<br><br> <</if>> <<swarmeffects>> <<set $swimdistance += 1>><<if $swimdistance gte 20>><<set $swimdistance to 20>><</if>> The water pulls you further along the tunnel. <<if $swimdistancecheck is $swimdistance>> You fight against the current, but it is too strong to make headway. You need to use both arms. <<elseif $swimdistancecheck gt $swimdistance>> You fight against the current and move closer to safety. <<elseif $swimdistancecheck lt $swimdistance>> You are dragged further away from safety. <</if>> <<if $swimdistance gte 15>> You've been pulled away from the walkway. <<elseif $swimdistance gte 10>> The walkway is some distance away from you. <<elseif $swimdistance gte 5>> The walkway is close. <<elseif $swimdistance gte 2>> The walkway is almost within reach. <<else>> <span class="teal">The walkway is within reach!</span> <</if>> <<set $swimdistancecheck to $swimdistance>> <br><br> <<swarm>> <<swarmactions>> <<if $stress gte 10000>> <span id="next"><<click [[Next|Drain Water Slime Finish]]>><</click>></span><<nexttext>> <<elseif $timer lte 0>> <span id="next"><<click [[Next|Drain Water Slime Finish]]>><</click>></span><<nexttext>> <<elseif $swimdistance lte 1>> <span id="next"><<click [[Next|Drain Water Slime Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Drain Water Slime Finish [nobr] <<effects>> <<if $swimdistance lte 1>> <<tearful>> you haul yourself out of the water, leaving the slime behind you.<br><br> <<if $timer gte 30>> <<set $bus to "residentialdrain">> <<elseif $timer gte 20>> <<set $bus to "commercialdrain">> <<elseif $timer gte 10>> <<set $bus to "industrialdrain">> <<else>> <<set $bus to "drainexit">> <</if>> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $timer lte 0>> The water carries you toward the end of the drain. You try to cling to the side of the tunnel, but to no avail. You are carried into the open air and plummet into the sea below. <<tearful>> you struggle to the surface.<br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underoff isnot 0>> <<underruined>> <</if>> <<clotheson>> <<endcombat>> <<seacliffseventend>> <<else>> It's all just too much for you. You pass out.<br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underoff isnot 0>> <<underruined>> <</if>> <<endcombat>> <<click [[Next|Drain Water Passout]]>><<pass60>><</click>> <</if>> :: Drain Tentacles [nobr] <<set $outside to 0>><<set $location to "town">> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<set $tentacleno to 8>> <<set $tentaclehealth to 15>> <<tentaclestart>> <<set $timer to 30>> <</if>> <<effects>> <<effectstentacles>> <<tentacles>> <<statetentacles>> <<actionstentacles>> <<if $activetentacleno lte ($tentacleno / 2)>> <span id="next"><<click [[Next|Drain Tentacles Finish]]>><</click>></span><<nexttext>> <<elseif $timer lte 1>> <span id="next"><<click [[Next|Drain Tentacles Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Drain Tentacles]]>><</click>></span><<nexttext>> <</if>> :: Drain Tentacles Finish [nobr] <<effects>> <<if $activetentacleno lte ($tentacleno / 2)>> The creature loses interest in you, and returns to the depths. <<tearful>> you struggle to your feet. <<clotheson>> <<endcombat>> <<destinationeventend>> <<else>> The walkway beneath you gives way under the strain, and you tumble into the water below.<br><br> <<if $upperoff isnot 0>> <<upperruined>> <</if>> <<if $loweroff isnot 0>> <<lowerruined>> <</if>> <<if $underoff isnot 0>> <<underruined>> <</if>> <<clotheson>> <<endcombat>> <<click [[Next|Drain Water]]>><</click>><br> <</if>> :: Underground Lake2 [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> The current sucks you underwater. After a few moments, the darkness gives way to light, and you are pushed upwards. You struggle further up, and emerge into the $daystate.<br><br> <<click [[Next|Sea]]>><</click>><br> :: Drain Lichen[nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "drainexit">> The walls are covered in a violet lichen. You peel some off. <span class="gold">You can add it to your science project in your room or the school library.<br><br></span> <<click [[Next|Drain Exit]]>><</click>><br>
fire2244/degrees
game/loc-sewers.twee
twee
unknown
29,422
:: Shopping Centre Top [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $daystate is "day">> You are on the top level of the shopping centre. It's not so busy up here, but you can hear a throng on the level below. <<elseif $daystate is "dusk">>You are on the top level of the shopping centre. The shops are still open, but there are fewer people around as it nears closing time. <<elseif $daystate is "dawn">> You are on the top level of the shopping centre. The shops are opening but it's not yet busy. <<elseif $daystate is "night">> The building is closed for the night and seemingly deserted. It's probably illegal to be here right now. <</if>><br><br> <<if $phase is 1>><<set $phase to 0>> You search through the cart. The only thing that might help is a small waist apron.<br><br> <<click [[Take it|Shopping Centre Top]]>><<set $waistapronnew to 1>><<waistapron>><<set $waistapronno to 1>><</click>><br> <<click [[Leave it|Shopping Centre Top]]>><</click>><br><br> <<else>> <<if $stress gte 10000>><<passoutshop>> <<else>> <<if $hour is 21>> It's closing time. Security is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>><br><br> <<if $exposed lte 0>> <<click [[Go Outside|High Street]]>><</click>><br> <<else>> <<click [[Hide until it's over (1:00)|Shopping Centre Top]]>><<pass60>><</click>> <</if>> <<else>> <<if $exposed gte 2>> You feel so vulnerable with your privates exposed. <<if $leftarm is "bound" and $rightarm is "bound">> With your arms bound you can't even cover yourself. <</if>> <<if $daystate is "night">> You must admit though that standing unclad in this often-crowded space is exhilarating. Still, you must find a way to fix your predicament.<br><br> <<click [[Clothing Shop (0:01)|Clothing Shop Sneak]]>><<pass1>><</click>><br> <br> <<click [[Main floor (0:02)|Shopping Centre]]>><<pass2>><</click>><br> <<click [[Roof (0:02)|Commercial rooftops]]>><<pass2>><</click>><br><br> <<else>> You cower behind a maintenance door away from prying eyes. there's a staircase here leading to the roof. There's also a cart full of cleaning tools, perhaps you could find something to cover yourself in there?<br><br> <<click [[Search cart (0:01)|Shopping Centre Top]]>><<pass1>><<set $phase to 1>><</click>><br> <<click [[Roof (0:02)|Commercial rooftops]]>><<pass2>><</click>> <</if>> <<elseif $exposed gte 1>> You are dressed really inappropriately for public! <<if $leftarm is "bound" and $rightarm is "bound">> With your arms bound you can't even cover yourself. <</if>> <<if $daystate is "night">> Fortunately there's no one around to see you in this state. Still, you must find a way to fix your predicament.<br><br> <<click [[Clothing Shop (0:01)|Clothing Shop Sneak]]>><<pass1>><</click>><br> <br> <<click [[Main floor (0:02)|Shopping Centre]]>><<pass2>><</click>><br> <<click [[Roof (0:02)|Commercial rooftops]]>><<pass2>><</click>><br><br> <<else>> You are hiding behind an ajar maintenance door. You know there's a clothing shop nearby. You could make a run for it, but you're bound to be seen. There's also a staircase to the roof.<br><br> <<click [[Dash to the clothing Shop (0:01)|Clothing Shop]]>><<pass1>><<trauma 6>><<stress 6>><</click>><<gtrauma>><<gstress>><br> <<click [[Roof (0:02)|Commercial rooftops]]>><<pass2>><</click>><br><br> <</if>> <<else>> <<if $daystate is "night">> <<click [[Clothing Shop (0:01)|Clothing Shop Sneak]]>><<pass1>><</click>><br> <<else>> <<click [[Clothing Shop (0:01)|Clothing Shop]]>><<pass1>><</click>><br> <</if>> <br> <<click [[Go onto the roof (0:02)|Commercial rooftops]]>><<pass2>><</click>><br> <<click [[Go downstairs (0:02)|Shopping Centre]]>><<pass2>><</click>><br><br> <</if>> <</if>> <</if>> <</if>> :: Widgets Passout Shop [widget] <<widget "passoutshop">><<nobr>> [[Everything fades to black...|Passout Shop]] <</nobr>><</widget>> :: Passout Shop [nobr] You've pushed yourself too much.<br><br> <<passout>> <<set $dangershop to 0>> <<set $safeshop to 0>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>><<set $dangershop to random(1, 2)>><<endif>> <<if $danger lt (9900 - $allure)>><<set $safeshop to 1>><<endif>> <<if $dangershop is 1>>[[Wake up|Abduction Shop]] <<elseif $dangershop is 2>><<click [[Wake up|Molestation Shop]]>><<set $molestationstart to 1>><<endclick>><<endif>> <<if $safeshop is 1>><<ambulance>><<endif>> <<pass60>> <<set $trauma to $trauma +10>><<set $stress to $stress - 2000>> :: Abduction Shop [nobr] <<set $outside to 0>><<effects>> <<if $phase is 0>><<set $phase to 1>> <<set $drugged += 180>> <<lowerruined>> <<upperruined>> <<underruined>> <<set $upperbikininew to 1>> <<set $lowerbikininew to 1>> <<upperbikini>> <<lowerbikini>> <<set $upperbikinino to 1>> <<set $lowerbikinino to 1>> <<generate1>> You feel light-headed as you regain consciousness. Your vision clears, and you find yourself facing out a window onto the High Street. You cannot move an inch, but you're stood upright. You feel straps against your skin, they must be holding you steady. They're also contorting your limbs into a specific pose; your hands are resting on your hips and your head is cocked to one side.<br><br> Once your bewilderment subsides, you notice you are wearing nothing but a white string bikini. The implication suddenly dawns on you when a young blond woman stops in front of the window and stares. You feel blood rush to your face at the humiliation, but she moves on without a flicker of realisation on her face.<br><br> <<click [[Next|Abduction Shop]]>><<pass60>><<set $trauma to $trauma + 20>><</click>> <<elseif $phase is 1>> An hour passes without event. More people look at you through the window but none realise you aren't a mannequin. Most people just pass you by without a glance.<br><br> You feel less groggy now, and can even twitch a bit. You'll regain control of your body soon, but that still leaves the straps.<br><br> Your musing is interrupted by a gentle prod on your backside. A small boy, no older than three, walks into view. He stares up at you, then at your bikini bottoms. He reaches a hand out.<br><br> <<click [[Try to tell him to stop!|Abduction Shop]]>><<set $trauma to $trauma + 20>><<set $phase to 2>><</click>><br> <<click [[Remain silent|Abduction Shop]]>><<set $trauma to $trauma + 20>><<set $phase to 3>><</click>> <<elseif $phase is 2>> You can barely murmur, but it's enough. Startled, the boy cries out and runs away. A moment later you hear the voice of a <<person1>><<person>> laugh and console him. "Don't cry. You just have an overactive imagination. Let me show you." A pair of hands clasp round your shoulders and spin you to face the inside of the shop. You see the boy watching you.<br><br> "See? It's just a doll," the <<person>> prods your waist in demonstration. Prods a little too hard; the force upsets your balance and you fall to the ground. The boy bursts into laughter.<br><br> Looking somewhat sheepish, the <<person>> picks you up and tries to put you back into position. It's not an easy job to get you stable. Thinking you an object, <<he>> callously manhandles you, gripping you by whichever part of your body <<he>> thinks will help until <<he>> gets you to stay upright.<br><br><<set $arousal to $arousal + 200>> Satisfied, <<he>> takes the boy by the hand and leaves you.<br><br> <<click [[Next|Abduction Shop]]>><<pass120>><<set $trauma to $trauma + 40>><<set $phase to 4>><</click>> <<elseif $phase is 3>><<lowerstrip>><<lowernaked>> He prods your <<genitals>> through the thin fabric of the bikini. Curiosity unsated, he yanks the bikini bottoms, which easily come loose and fall to the ground. With your <<genitals>> exposed for all to see, he recommences his investigation into your private area. Before he becomes too confident a voice calls out, "Jacob! What did I say about wandering away?" Startled, the boy ceases his adventure and moves away from you.<br><br><<set $arousal to $arousal + 400>> <<click [[Next|Abduction Shop]]>><<pass120>><<set $trauma to $trauma + 40>><<set $phase to 5>><</click>> <<elseif $phase is 5>><<set $phase to 0>> You continue waiting, only now with your <<genitals>> on display. People react much the same way as before, only eyes now linger on your exposed <<genitalsstop>> A few people giggle.<br><br> After two hours you feel your focus has returned, but the tight straps and forced position have made you physically sore. You are considering trying to loosen your bonds when you are lifted from behind and carried into a back room.<br><br> As you are placed on the ground your bearer is revealed to be a tall man in his thirties. He talks while undoing your bindings. "Sorry for the short notice! The missing mannequin has shown up, so your services are no longer needed. You did a fine job though! Your payment is on the table there. You can keep the bikini too, it looks good on you." After removing your bindings he leaves the room, shutting the door behind him.<br><br> True to his word, there's £15 on the table, along with a bottle of water, a muffin with some sort of fruit in it, and the bottoms that were stripped from you.<br><br><<set $hunger to $hunger - 500>><<set $thirst to $thirst - 500>><<clotheson>><<endevent>> <<commercialquick>><br> [[Go into the shop|Clothing Shop]]<br> <<elseif $phase is 4>><<set $phase to 0>> After two hours you feel your focus has returned, but the tight straps and forced position have made you physically sore. You are considering trying to surreptitiously loosen your bonds when you are lifted from behind and carried into a back room.<br><br> As you are placed on the ground your bearer is revealed to be a tall man in his thirties. He talks while undoing your bindings. "Sorry for the short notice! The missing mannequin has shown up, so your services are no longer needed. You did a fine job though! Your payment is on the table there. You can keep the bikini too, it looks good on you." After removing your bindings he leaves the room, shutting the door behind him.<br><br> True to his word, there's £15 on the table, along with a bottle of water and a muffin with some sort of fruit in it.<br><br><<set $hunger to $hunger - 500>><<set $thirst to $thirst - 500>><<endevent>> <<commercialquick>><br> <<if $daystate isnot "night">> [[Go into the shop|Clothing Shop]]<br> <</if>> <</if>> :: Molestation Shop [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationshop">> <<generate1>><<generate2>><<tailorinit>> <<upperruined>> <<lowerruined>> <<underruined>> You awaken to find yourself suspended and naked in a small room. Your wrists are tied together by a thin rope which hangs on a hook attatched to the ceiling. <<person1>>A <<person>> holds a tape measure up to your chest while<<person2>> a <<person>> fondles your <<bottomstop>><<set $phase to 1>> <<endif>> <<if $phase is 1>> "Be still now dear." <<person1>><<He>> wraps the tape around your torso just beneath your armpits.<<set $phase to 2>> <<elseif $phase is 2>> <<person1>><<He>> shifts the tape down your chest until it presses against your nipples. <<set $arousal to $arousal + 50>><<set $phase to 3>> <<elseif $phase is 3>> <<person1>><<He>> shifts the tape further down and takes a measurement of your midriff.<<set $phase to 4>> <<elseif $phase is 4>> <<person1>><<He>> measures your <<bottom>>.<<set $phase to 5>> <<elseif $phase is 5>> <<person1>><<He>> prods your <<genitals>> with one end of the tape. You jerk in response to the sensation of metal touching such a sensitive area. <<He>> starts measuring your legs.<<set $arousal to $arousal + 50>><<set $phase to 6>> <<elseif $phase is 6>> <<person1>>Satisfied, <<he>> drops the tape. "We have just the thing!"<<set $phase to 7>> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->Molestation Shop Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Molestation Shop Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Molestation Shop Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Molestation Shop]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Molestation Shop Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Molestation Shop Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Molestation Shop]]>><</click>></span><<nexttext>> <<endif>> :: Molestation Shop Alarm Double-click this passage to edit it. :: Molestation Shop Ejaculation [nobr] <<effects>> Their bodies shudder in unison as they reach orgasm.<br><br> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<person2>>The <<person>> drops to <<his>> knees and leans against the wall, a rapturous look on <<his>> face.<<person1>> The <<person>> recovers quickly however. <<He>> speaks in a mocking tone as <<he>> unties you. "We were going to give you something nice to wear, but I don't see why we should if you're going to be so disrespectful." With that, <<he>> shoves you outside, slamming the door behind you.<br><br> <<elseif $enemyanger gte 1>> <<person2>>The <<person>> drops to <<his>> knees and leans against the wall, a rapturous look on <<his>> face. <<person1>> The <<person>> recovers quickly however. <<He>> throws a couple of towels at you then shoves you out outside, slamming the door behind you.<br><br> <<set $uppertowelnew to 1>> <<set $lowertowelnew to 1>> <<uppertowel>> <<lowertowel>> <<else>> <<person2>>The <<person>> drops to <<his>> knees and leans against the wall, a rapturous look on <<his>> face.<<person1>> The <<person>> recovers quickly however. <<He>> smiles, "We have just the thing." After a brief rummage through an assortment of garments <<he>> produces a sundress. <<He>> cuts your bonds and throws the dress over your head before shoving you through the door.<br><br><<set $rightarm to 0>><<set $leftarm to 0>> <<set $sundresscolourchoice to "pink">> <<set $uppersundressno to 1>> <<set $uppersundressnew to 1>> <<set $lowersundressno to 1>> <<set $lowersundressnew to 1>> <<uppersundress>> <<lowersundress>> <</if>> <<tearful>> you struggle to your feet. You know you're not out of danger yet.<br><br> <<endcombat>> <<set $stress -= 1000>> <<commercialquick>> :: Molestation Shop Escape [nobr] <<effects>> "You ungrateful little trollop!" Angry, they lower you off the hook and shove you outside, slamming the door behind you. <<tearful>> you struggle to your feet.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<clotheson>> <<endcombat>><<set $stress -= 1000>> <br><br> <<commercialquick>> :: Clothing Shop [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You are in the clothing shop. It has a large selection of ordinary clothes, but you'll need to go elsewhere if you're looking for something exotic.<br><br> <<if $stress gte 10000>><<passoutshop>> <<else>> <<if $hour is 21>> It's closing time. Security is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>><br><br> <<if $exposed lte 0>> <<click [[Go Outside|High Street]]>><</click>><br> <<else>> <<click [[Hide until it's over (1:00)|Clothing Shop]]>><<pass60>><</click>> <</if>> <<else>> <<if $daystate is "night">> You are alone in the darkness.<br><br> <<elseif $exposed gte 1>> You are hiding within a clothing stand to protect your dignity.<br><br> <</if>> <<if $clothingrebuy is 1>> <<click [[Disable automatic clothing replacements|Clothing Shop]]>><<set $clothingrebuy to 0>><</click>><br><br> <<else>> <<click [[Enable automatic clothing replacements|Clothing Rebuy]]>><</click>><br><br> <</if>> [[View outfits|Outfit Shop]]<br> [[View tops|Top Shop]]<br> [[View bottoms|Bottom Shop]]<br> [[View underwear|Underwear Shop]]<br> <<if $daystate is "night" and $hour isnot 21 and $clothingshoptheft isnot 1>> <<click [[Examine the cash register|Clothing Shop Register]]>><</click>><br> <</if>> <br> [[Leave|Shopping Centre Top]]<br><br> <</if>> <</if>> :: Shopping Centre [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $daystate is "day">> You are on the main floor of the shopping centre. It's crowded with shoppers. <<elseif $daystate is "dusk">>You are on the main floor of the shopping centre. The shops are still open, but there are fewer people around as it nears closing time. <<elseif $daystate is "dawn">> You are on the main floor of the shopping centre. The shops are opening but it's not yet busy. <<elseif $daystate is "night">> You are on the main floor of the shopping centre. It's probably illegal to be here right now. <</if>><br><br> <<if $stress gte 10000>><<passoutshop>> <<else>> <<if $hour is 21>> It's closing time. Security is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>><br><br> <<if $exposed lte 0>> <<click [[Go Outside|High Street]]>><</click>><br> <<else>> <<click [[Hide until it's over (1:00)|Shopping Centre]]>><<pass60>><</click>> <</if>> <<else>> <<if $exposed gte 2>> You feel so vulnerable with your privates exposed. <<if $leftarm is "bound" and $rightarm is "bound">> With your arms bound you can't even cover yourself. <</if>> <<if $daystate is "night">> You must admit though that standing unclad in this often-crowded space is exhilarating. Still, you must find a way to fix your predicament.<br><br> <<else>><<set $trauma to $trauma + 20>> Your face aflame with embarrassment, you run into the women's restroom.<br><br> <</if>> <<elseif $exposed gte 1>> You are dressed really inappropriately for public! <<if $leftarm is "bound" and $rightarm is "bound">> With your arms bound you can't even cover yourself. <</if>> <<if $daystate is "night">> Fortunately there's no one around to see you in this state. Still, you must find a way to fix your predicament.<br><br> <<else>><<set $trauma to $trauma + 20>> Your face aflame with embarrassment, you run into the women's restroom.<<gtrauma>><<gstress>><<trauma 6>><<stress 6>><br><br> <</if>> <</if>> <<if $daystate is "night">> <<click [[Hairdressers (0:01)|Hairdressers Lock]]>><<pass1>><</click>><br> <br> <<click [[Go upstairs (0:02)|Shopping Centre Top]]>><<pass2>><</click>><br> <<click [[Go outside (0:02)|Shopping Centre Entrance Sneak]]>><<pass2>><</click>><br> <<elseif $exposed gte 1>> <<click [[Restroom|Shopping Centre Restroom]]>><</click>><br> <<else>> <<if $edenshopping is 0 and $money gte 5000>> <<click [[Buy Eden's supplies (0:30) (£50)|Eden Supplies]]>><<pass30>><<set $money -= 5000>><</click>><br> <</if>> <<click [[Hairdressers (0:01)|Hairdressers]]>><<pass1>><</click>><br> <br> <<click [[Go Upstairs (0:02)|Shopping Centre Top]]>><<pass2>><</click>><br> <<click [[High Street (0:02)|High Street]]>><<pass2>><</click>><br> <</if>> <</if>> <</if>> :: Clothing Shop Sneak [nobr] <<set $outside to 0>><<effects>><<set $lock to 0>> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Clothing Shop]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Shopping Centre Top]]>><</click>><br> :: Outfit Shop [nobr] <<set $outside to 0>><<effects>> <<if $colouraction isnot 0>><<set $colouraction to 0>> You acquire a new garment.<br><br> <</if>> <<if $phase is 0>> <<click [[Sundresses|Outfit Shop]]>><<set $phase to 1>><</click>><br> <<click [[School swimsuits|Outfit Shop]]>><<set $phase to 2>><</click>><br> <<click [[Evening Gowns|Outfit Shop]]>><<set $phase to 3>><</click>><br> <br>[[Back|Clothing Shop]]<br> <<elseif $phase is 1>> A <<integrity3>>, <<reveal3>> sundress. Great for frolicking. Costs £15.<br><br> <<if $uppersundressno gte 1>> <span class="red">Buying a new sundress will replace your current one.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Outfit Shop]]>><<set $phase to 0>><<set $sundresscolourchoice to $colouraction>><<set $uppersundressnew to 1>><<set $uppersundressno to 1>><<set $lowersundressnew to 1>><<set $lowersundressno to 1>><<uppersundress>><<lowersundress>><<crime15>><</click>><<crime>><br> <<elseif $money gte 1500>> <<click [[Buy and wear|Outfit Shop]]>><<set $phase to 0>><<set $money to $money - 1500>><<set $sundresscolourchoice to $colouraction>><<set $uppersundressnew to 1>><<set $uppersundressno to 1>><<set $lowersundressnew to 1>><<set $lowersundressno to 1>><<uppersundress>><<lowersundress>><</click>><br> <<click [[Buy and send home|Outfit Shop]]>><<set $phase to 0>><<set $money to $money - 1500>><<set $sundresscolourchoice to $colouraction>><<set $uppersundressnew to 1>><<set $uppersundressno to 1>><<set $lowersundressnew to 1>><<set $lowersundressno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Outfit Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <<elseif $phase is 2>> A <<integrity2>>, <<reveal5>> school swimsuit. For girls. Costs £15.<br><br> <<if $upperschoolswimsuitno gte 1>> <span class="red">Buying a new school swimsuit will replace your current one.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Outfit Shop]]>><<set $phase to 0>><<set $schoolswimsuitcolourchoice to $colouraction>><<set $upperschoolswimsuitnew to 1>><<set $upperschoolswimsuitno to 1>><<set $lowerschoolswimsuitnew to 1>><<set $lowerschoolswimsuitno to 1>><<upperschoolswimsuit>><<lowerschoolswimsuit>><<crime15>><</click>><<crime>><br> <<elseif $money gte 1500>> <<click [[Buy and wear|Outfit Shop]]>><<set $phase to 0>><<set $money to $money - 1500>><<set $schoolswimsuitcolourchoice to $colouraction>><<set $upperschoolswimsuitnew to 1>><<set $upperschoolswimsuitno to 1>><<set $lowerschoolswimsuitnew to 1>><<set $lowerschoolswimsuitno to 1>><<upperschoolswimsuit>><<lowerschoolswimsuit>><</click>><br> <<click [[Buy and send home|Outfit Shop]]>><<set $phase to 0>><<set $money to $money - 1500>><<set $schoolswimsuitcolourchoice to $colouraction>><<set $upperschoolswimsuitnew to 1>><<set $upperschoolswimsuitno to 1>><<set $lowerschoolswimsuitnew to 1>><<set $lowerschoolswimsuitno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Outfit Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <<elseif $phase is 3>> A <<integrity5>>, <<reveal5>> evening gown. For formal nights out. Costs £120.<br><br> <<if $uppereveninggownno gte 1>> <span class="red">Buying a new evening gown will replace your current one.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Outfit Shop]]>><<set $phase to 0>><<set $eveninggowncolourchoice to $colouraction>><<set $uppereveninggownnew to 1>><<set $uppereveninggownno to 1>><<set $lowereveninggownnew to 1>><<set $lowereveninggownno to 1>><<uppereveninggown>><<lowereveninggown>><<crime100>><<crime20>><</click>><<crime>><br> <<elseif $money gte 12000>> <<click [[Buy and wear|Outfit Shop]]>><<set $phase to 0>><<set $money to $money - 12000>><<set $eveninggowncolourchoice to $colouraction>><<set $uppereveninggownnew to 1>><<set $uppereveninggownno to 1>><<set $lowereveninggownnew to 1>><<set $lowereveninggownno to 1>><<uppereveninggown>><<lowereveninggown>><</click>><br> <<click [[Buy and send home|Outfit Shop]]>><<set $phase to 0>><<set $money to $money - 12000>><<set $eveninggowncolourchoice to $colouraction>><<set $uppereveninggownnew to 1>><<set $uppereveninggownno to 1>><<set $lowereveninggownnew to 1>><<set $lowereveninggownno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Outfit Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <</if>> :: Top Shop [nobr] <<set $outside to 0>><<effects>> <<if $colouraction isnot 0>><<set $colouraction to 0>> You acquire a new garment.<br><br> <</if>> <<if $phase is 0>> <<click [[Pyjama tops|Top Shop]]>><<set $phase to 1>><</click>><br> <<click [[Bikini tops|Top Shop]]>><<set $phase to 2>><</click>><br> <<click [[T-shirts|Top Shop]]>><<set $phase to 3>><</click>><br> <<click [[School shirts|Top Shop]]>><<set $phase to 4>><</click>> <br> <<click [[Tank tops|Top Shop]]>><<set $phase to 5>><</click>> <br> <br>[[Back|Clothing Shop]]<br> <<elseif $phase is 1>> A <<integrity3>>, <<reveal2>> pyjama shirt. Keeps you warm at night. Costs £10.<br><br> <<if $upperpjsno gte 1>> <span class="red">Buying a new pyjama shirt will replace your current one.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Top Shop]]>><<set $phase to 0>><<set $upperpjscolourchoice to $colouraction>><<set $upperpjsnew to 1>><<set $upperpjsno to 1>><<upperpjs>><<crime10>><</click>><<crime>><br> <<elseif $money gte 1000>> <<click [[Buy and wear|Top Shop]]>><<set $phase to 0>><<set $money to $money - 1000>><<set $upperpjscolourchoice to $colouraction>><<set $upperpjsnew to 1>><<set $upperpjsno to 1>><<upperpjs>><</click>><br> <<click [[Buy and send home|Top Shop]]>><<set $phase to 0>><<set $money to $money - 1000>><<set $upperpjscolourchoice to $colouraction>><<set $upperpjsnew to 1>><<set $upperpjsno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Top Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <<elseif $phase is 2>> A <<integrity1>>, <<reveal7>> bikini top. Revealing Swimwear. Costs £30.<br><br> <<if $upperbikinino gte 1>> <span class="red">Buying a new bikini top will replace your current one.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Top Shop]]>><<set $phase to 0>><<set $upperbikinicolourchoice to $colouraction>><<set $upperbikininew to 1>><<set $upperbikinino to 1>><<upperbikini>><<crime30>><</click>><<crime>><br> <<elseif $money gte 3000>> <<click [[Buy and wear|Top Shop]]>><<set $phase to 0>><<set $money to $money - 3000>><<set $upperbikinicolourchoice to $colouraction>><<set $upperbikininew to 1>><<set $upperbikinino to 1>><<upperbikini>><</click>><br> <<click [[Buy and send home|Top Shop]]>><<set $phase to 0>><<set $money to $money - 3000>><<set $upperbikinicolourchoice to $colouraction>><<set $upperbikininew to 1>><<set $upperbikinino to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Top Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <<elseif $phase is 3>> A <<integrity4>>, <<reveal3>> t-shirt. Cool and casual. Costs £10.<br><br> <<if $tshirtno gte 1>> <span class="red">Buying a new t-shirt will replace your current one.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Top Shop]]>><<set $phase to 0>><<set $tshirtcolourchoice to $colouraction>><<set $tshirtnew to 1>><<set $tshirtno to 1>><<tshirt>><<crime10>><</click>><<crime>><br> <<elseif $money gte 1000>> <<click [[Buy and wear|Top Shop]]>><<set $phase to 0>><<set $money to $money - 1000>><<set $tshirtcolourchoice to $colouraction>><<set $tshirtnew to 1>><<set $tshirtno to 1>><<tshirt>><</click>><br> <<click [[Buy and send home|Top Shop]]>><<set $phase to 0>><<set $money to $money - 1000>><<set $tshirtcolourchoice to $colouraction>><<set $tshirtnew to 1>><<set $tshirtno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Top Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <<elseif $phase is 4>> A <<integrity6>>, <<reveal2>> shirt for school. A must-have for students. Costs £25.<br><br> <<if $schoolshirtno gte 1>> <span class="red">Buying a new t-shirt will replace your current one.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Top Shop]]>><<set $phase to 0>><<set $schoolshirtcolourchoice to $colouraction>><<set $schoolshirtnew to 1>><<set $schoolshirtno to 1>><<schoolshirt>><<crime25>><</click>><<crime>><br> <<elseif $money gte 2500>> <<click [[Buy and wear|Top Shop]]>><<set $phase to 0>><<set $money to $money - 2500>><<set $schoolshirtcolourchoice to $colouraction>><<set $schoolshirtnew to 1>><<set $schoolshirtno to 1>><<schoolshirt>><</click>><br> <<click [[Buy and send home|Top Shop]]>><<set $phase to 0>><<set $money to $money - 2500>><<set $schoolshirtcolourchoice to $colouraction>><<set $schoolshirtnew to 1>><<set $schoolshirtno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Top Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <<elseif $phase is 5>> A <<integrity4>>, <<reveal4>> tank top. Helps stay cool. Costs £10.<br><br> <<if $tanktopno gte 1>> <span class="red">Buying a new tank top will replace your current one.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Top Shop]]>><<set $phase to 0>><<set $tanktopcolourchoice to $colouraction>><<set $tanktopnew to 1>><<set $tanktopno to 1>><<tanktop>><<crime25>><</click>><<crime>><br> <<elseif $money gte 1000>> <<click [[Buy and wear|Top Shop]]>><<set $phase to 0>><<set $money to $money - 1000>><<set $tanktopcolourchoice to $colouraction>><<set $tanktopnew to 1>><<set $tanktopno to 1>><<tanktop>><</click>><br> <<click [[Buy and send home|Top Shop]]>><<set $phase to 0>><<set $money to $money - 1000>><<set $tanktopcolourchoice to $colouraction>><<set $tanktopnew to 1>><<set $tanktopno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Top Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <</if>> :: Bottom Shop [nobr] <<set $outside to 0>><<effects>> <<if $colouraction isnot 0>><<set $colouraction to 0>> You acquire a new garment.<br><br> <</if>> <<if $phase is 0>> <<click [[Pyjama bottoms|Bottom Shop]]>><<set $phase to 1>><</click>><br> <<click [[Bikini bottoms|Bottom Shop]]>><<set $phase to 2>><</click>><br> <<click [[Shorts|Bottom Shop]]>><<set $phase to 3>><</click>><br> <<click [[School shorts|Bottom Shop]]>><<set $phase to 4>><</click>> <br> <<click [[School skirt|Bottom Shop]]>><<set $phase to 5>><</click>> <br> <<click [[School swim shorts|Bottom Shop]]>><<set $phase to 6>><</click>> <br> <br>[[Back|Clothing Shop]]<br> <<elseif $phase is 1>> A pair of <<integrity3>>, <<reveal2>> pyjama bottoms. Keeps you warm at night. Costs £10.<br><br> <<if $lowerpjsno gte 1>> <span class="red">Buying new pyjama bottoms will replace your current ones.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Bottom Shop]]>><<set $phase to 0>><<set $lowerpjscolourchoice to $colouraction>><<set $lowerpjsnew to 1>><<set $lowerpjsno to 1>><<lowerpjs>><<crime10>><</click>><<crime>><br> <<elseif $money gte 1000>> <<click [[Buy and wear|Bottom Shop]]>><<set $phase to 0>><<set $money to $money - 1000>><<set $lowerpjscolourchoice to $colouraction>><<set $lowerpjsnew to 1>><<set $lowerpjsno to 1>><<lowerpjs>><</click>><br> <<click [[Buy and send home|Bottom Shop]]>><<set $phase to 0>><<set $money to $money - 1000>><<set $lowerpjscolourchoice to $colouraction>><<set $lowerpjsnew to 1>><<set $lowerpjsno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Bottom Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <<elseif $phase is 2>> A pair of <<integrity1>>, <<reveal7>> bikini bottoms. Revealing Swimwear. Costs £30.<br><br> <<if $lowerbikinino gte 1>> <span class="red">Buying new bikini bottoms will replace your current ones.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Bottom Shop]]>><<set $phase to 0>><<set $lowerbikinicolourchoice to $colouraction>><<set $lowerbikininew to 1>><<set $lowerbikinino to 1>><<lowerbikini>><<crime30>><</click>><<crime>><br> <<elseif $money gte 3000>> <<click [[Buy and wear|Bottom Shop]]>><<set $phase to 0>><<set $money to $money - 3000>><<set $lowerbikinicolourchoice to $colouraction>><<set $lowerbikininew to 1>><<set $lowerbikinino to 1>><<lowerbikini>><</click>><br> <<click [[Buy and send home|Bottom Shop]]>><<set $phase to 0>><<set $money to $money - 3000>><<set $lowerbikinicolourchoice to $colouraction>><<set $lowerbikininew to 1>><<set $lowerbikinino to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Bottom Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <<elseif $phase is 3>> A pair of <<integrity3>>, <<reveal3>> shorts. Cool and Loose-fitting. Costs £10.<br><br> <<if $shortsno gte 1>> <span class="red">Buying new shorts will replace your current ones.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Bottom Shop]]>><<set $phase to 0>><<set $shortscolourchoice to $colouraction>><<set $shortsnew to 1>><<set $shortsno to 1>><<shorts>><<crime10>><</click>><<crime>><br> <<elseif $money gte 1000>> <<click [[Buy and wear|Bottom Shop]]>><<set $phase to 0>><<set $money to $money - 1000>><<set $shortscolourchoice to $colouraction>><<set $shortsnew to 1>><<set $shortsno to 1>><<shorts>><</click>><br> <<click [[Buy and send home|Bottom Shop]]>><<set $phase to 0>><<set $money to $money - 1000>><<set $shortscolourchoice to $colouraction>><<set $shortsnew to 1>><<set $shortsno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Bottom Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <<elseif $phase is 4>> A pair of <<integrity5>>, <<reveal3>> school shorts. Boy's school uniform. Costs £20.<br><br> <<if $schoolshortsno gte 1>> <span class="red">Buying new school shorts will replace your current ones.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Bottom Shop]]>><<set $phase to 0>><<set $schoolshortscolourchoice to $colouraction>><<set $schoolshortsnew to 1>><<set $schoolshortsno to 1>><<schoolshorts>><<crime20>><</click>><<crime>><br> <<elseif $money gte 2000>> <<click [[Buy and wear|Bottom Shop]]>><<set $phase to 0>><<set $money to $money - 2000>><<set $schoolshortscolourchoice to $colouraction>><<set $schoolshortsnew to 1>><<set $schoolshortsno to 1>><<schoolshorts>><</click>><br> <<click [[Buy and send home|Bottom Shop]]>><<set $phase to 0>><<set $money to $money - 2000>><<set $schoolshortscolourchoice to $colouraction>><<set $schoolshortsnew to 1>><<set $schoolshortsno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Bottom Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <<elseif $phase is 5>> A <<integrity5>>, <<reveal3>> school skirt. Girl's school uniform. Costs £20.<br><br> <<if $schoolskirtno gte 1>> <span class="red">Buying new school skirt will replace your current one.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Bottom Shop]]>><<set $phase to 0>><<set $schoolskirtcolourchoice to $colouraction>><<set $schoolskirtnew to 1>><<set $schoolskirtno to 1>><<schoolskirt>><<crime20>><</click>><<crime>><br> <<elseif $money gte 2000>> <<click [[Buy and wear|Bottom Shop]]>><<set $phase to 0>><<set $money to $money - 2000>><<set $schoolskirtcolourchoice to $colouraction>><<set $schoolskirtnew to 1>><<set $schoolskirtno to 1>><<schoolskirt>><</click>><br> <<click [[Buy and send home|Bottom Shop]]>><<set $phase to 0>><<set $money to $money - 2000>><<set $schoolskirtcolourchoice to $colouraction>><<set $schoolskirtnew to 1>><<set $schoolskirtno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Bottom Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <<elseif $phase is 6>> A pair of <<integrity2>>, <<reveal5>> school swim shorts. For boys. Costs £15.<br><br> <<if $schoolswimshortsno gte 1>> <span class="red">Buying new school swim shorts will replace your current ones.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Bottom Shop]]>><<set $phase to 0>><<set $schoolswimshortscolourchoice to $colouraction>><<set $schoolswimshortsnew to 1>><<set $schoolswimshortsno to 1>><<schoolswimshorts>><<crime15>><</click>><<crime>><br> <<elseif $money gte 1500>> <<click [[Buy and wear|Bottom Shop]]>><<set $phase to 0>><<set $money to $money - 1500>><<set $schoolswimshortscolourchoice to $colouraction>><<set $schoolswimshortsnew to 1>><<set $schoolswimshortsno to 1>><<schoolswimshorts>><</click>><br> <<click [[Buy and send home|Bottom Shop]]>><<set $phase to 0>><<set $money to $money - 1500>><<set $schoolswimshortscolourchoice to $colouraction>><<set $schoolswimshortsnew to 1>><<set $schoolswimshortsno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Bottom Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <</if>> :: Underwear Shop [nobr] <<set $outside to 0>><<effects>> <<if $colouraction isnot 0>><<set $colouraction to 0>> You acquire a new garment.<br><br> <</if>> <<if $phase is 0>> <<click [[Plain panties|Underwear Shop]]>><<set $phase to 1>><</click>><br> <<click [[Lace panties|Underwear Shop]]>><<set $phase to 2>><</click>><br> <<click [[Y fronts|Underwear Shop]]>><<set $phase to 3>><</click>><br> <<click [[Tights|Underwear Shop]]>><<set $phase to 4>><</click>><br> <br>[[Back|Clothing Shop]]<br> <<elseif $phase is 1>> A pair of <<integrity3>>, <<reveal3>> plain panties. No-nonsense. Costs £2.<br><br> <<if $plainpantiesno gte 1>> <span class="red">Buying new plain panties will replace your current ones.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Underwear Shop]]>><<set $plainpantiescolourchoice to $colouraction>><<set $plainpantiesnew to 1>><<set $plainpantiesno to 1>><<plainpanties>><<crime2>><</click>><<crime>><br> <<elseif $money gte 200>> <<click [[Buy and wear|Underwear Shop]]>><<set $phase to 0>><<set $money to $money - 200>><<set $plainpantiescolourchoice to $colouraction>><<set $plainpantiesnew to 1>><<set $plainpantiesno to 1>><<plainpanties>><</click>><br> <<click [[Buy and send home|Underwear Shop]]>><<set $phase to 0>><<set $money to $money - 200>><<set $plainpantiescolourchoice to $colouraction>><<set $plainpantiesnew to 1>><<set $plainpantiesno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Underwear Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <<elseif $phase is 2>> A pair of <<integrity2>>, <<reveal4>> lace panties. Fashionably sexy. Costs £6.<br><br> <<if $lacepantiesno gte 1>> <span class="red">Buying new lace panties will replace your current ones.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Underwear Shop]]>><<set $phase to 0>><<set $lacepantiescolourchoice to $colouraction>><<set $lacepantiesnew to 1>><<set $lacepantiesno to 1>><<lacepanties>><<crime6>><</click>><<crime>><br> <<elseif $money gte 600>> <<click [[Buy and wear|Underwear Shop]]>><<set $phase to 0>><<set $money to $money - 600>><<set $lacepantiescolourchoice to $colouraction>><<set $lacepantiesnew to 1>><<set $lacepantiesno to 1>><<lacepanties>><</click>><br> <<click [[Buy and send home|Underwear Shop]]>><<set $phase to 0>><<set $money to $money - 600>><<set $lacepantiescolourchoice to $colouraction>><<set $lacepantiesnew to 1>><<set $lacepantiesno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Underwear Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <<elseif $phase is 3>> A pair of <<integrity3>>, <<reveal3>> Y fronts. Snug. Costs £2.<br><br> <<if $yfrontsno gte 1>> <span class="red">Buying new Y fronts will replace your current ones.</span><br><br> <</if>> There's a range of colours to choose from:<br> <label>White <<radiobutton "$colouraction" "white" checked>></label> |<label><span class="blue"> Blue </span><<radiobutton "$colouraction" "blue">></label> |<label><span class="red"> Red </span><<radiobutton "$colouraction" "red">></label> |<label><span class="green"> Green </span><<radiobutton "$colouraction" "green">></label> |<label><span class="black"> Black </span><<radiobutton "$colouraction" "black">></label> |<label><span class="pink"> Pink </span><<radiobutton "$colouraction" "pink">></label> |<label><span class="purple"> Purple </span><<radiobutton "$colouraction" "purple">></label> |<label><span class="tangerine"> Tangerine </span><<radiobutton "$colouraction" "tangerine">></label> |<label><span class="gold"> Yellow </span><<radiobutton "$colouraction" "yellow">></label><br><br> <<if $daystate is "night">> <<click [[Steal it|Underwear Shop]]>><<set $yfrontscolourchoice to $colouraction>><<set $yfrontsnew to 1>><<set $yfrontsno to 1>><<yfronts>><<crime2>><</click>><<crime>><br> <<elseif $money gte 200>> <<click [[Buy and wear|Underwear Shop]]>><<set $phase to 0>><<set $money to $money - 200>><<set $yfrontscolourchoice to $colouraction>><<set $yfrontsnew to 1>><<set $yfrontsno to 1>><<yfronts>><</click>><br> <<click [[Buy and send home|Underwear Shop]]>><<set $phase to 0>><<set $money to $money - 200>><<set $yfrontscolourchoice to $colouraction>><<set $yfrontsnew to 1>><<set $yfrontsno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Underwear Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <<elseif $phase is 4>> A pair of <<integrity4>>, <<reveal6>> tights. Sturdy, but don't conceal much. Costs £12.<br><br> <<if $tightsno gte 1>> <span class="red">Buying new tights will replace your current ones.</span><br><br> <</if>> <<if $daystate is "night">> <<click [[Steal it|Underwear Shop]]>><<set $tightscolourchoice to $colouraction>><<set $tightsnew to 1>><<set $tightsno to 1>><<tights>><<crime12>><</click>><<crime>><br> <<elseif $money gte 1200>> <<click [[Buy and wear|Underwear Shop]]>><<set $phase to 0>><<set $money to $money - 1200>><<set $tightscolourchoice to $colouraction>><<set $tightsnew to 1>><<set $tightsno to 1>><<tights>><</click>><br> <<click [[Buy and send home|Underwear Shop]]>><<set $phase to 0>><<set $money to $money - 1200>><<set $tightscolourchoice to $colouraction>><<set $tightsnew to 1>><<set $tightsno to 1>><</click>><br> <<else>> You don't have enough money. <</if>> <br><br> <<click [[Back|Underwear Shop]]>><<set $phase to 0>><<set $colouraction to 0>><</click>> <</if>> :: Shopping Centre Entrance Sneak [nobr] <<set $outside to 0>><<effects>><<set $lock to 100>> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|High Street]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Shopping Centre]]>><</click>><br> :: Shopping Centre Restroom [nobr] You are alone in the women's restroom.<br><br> <<towelup>> You find some towels. They make a poor substitute for actual clothing but it'll keep you covered. You need to find something more solid as soon as you can.<br><br> [[Leave|Shopping Centre]] :: Shopping Centre Sneak [nobr] <<set $outside to 0>><<effects>><<set $lock to 100>> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Shopping Centre]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|High Street]]>><</click>><br> :: Hairdressers Lock [nobr] <<set $outside to 0>><<effects>><<set $lock to 0>> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Hairdressers]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Shopping Centre]]>><</click>><br> :: Hairdressers [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You are in the hairdressers. Here you can have your hair cut or dyed. <<if $daystate is "night">> You are alone in the darkness. <<elseif $exposed gte 1>> You hide in a cupboard to protect your dignity. <<else>> There's a seat available. <</if>> <br><br> <<if $stress gte 10000>><<passoutshop>> <<else>> <<if $hour is 21>> It's closing time. Security is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should security find you in this state of dress.<</if>><br><br> <<if $exposed lte 0>> <<click [[Go Outside|High Street]]>><</click>><br> <<else>> <<click [[Hide until it's over (1:00)|Hairdressers]]>><<pass60>><</click>> <</if>> <<else>> <<if $daystate is "night" and $hour isnot 21 and $hairdresserstheft isnot 1>> <<click [[Examine the cash register|Hairdressers Register]]>><</click>><br> <</if>> <<if $exposed lte 1 and $daystate isnot "night" and $hour isnot 21>> [[Take a seat|Hairdressers Seat]]<br><br> <</if>> [[Leave|Shopping Centre]]<br> <</if>> <</if>> :: Hairdressers Seat [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> <<generate1>><<person1>>You take a seat, and a hairdresser soon appears behind you. "What'll it be hun?" A sign by the mirror reads:<br> "Hair cut: £30<br> Hair dye: £60"<br><br> <<elseif $phase is 1>> The hairdresser snips away, locks floating to the ground all around you. After a short while, <<he>> stands back while brandishing a mirror for you to examine <<his>> handiwork. "Anything else dear?"<br><br> <<elseif $phase is 2>> The hairdresser asks you to tilt your head back. <<He>> applies a liquid smelling of artificial chemicals to your hair, then begins rinsing it out in a small basin. <<He>> is soon blowing you dry and brandishing a mirror for you to see your hair back in its natural $naturalhaircolour colour.<br><br> <<elseif $phase is 3>> The hairdresser begins carefully applying your chosen colour. It's not long before <<he>> brandishes a mirror for you to see your newly $haircolour hair from all angles.<br><br> <</if>> <<set $phase to 0>> <<if $money gte 3000 and $hairlength gte 50>> Have your hair cut to your:<br> <<if $hairlength gte 100>> <<click [[Ears (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass20>><<set $hairlength to 0>><<set $money to $money - 3000>><</click>><br> <</if>> <<if $hairlength gte 200>> <<click [[Chin (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass20>><<set $hairlength to 100>><<set $money to $money - 3000>><</click>><br> <</if>> <<if $hairlength gte 300>> <<click [[Shoulders (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass20>><<set $hairlength to 200>><<set $money to $money - 3000>><</click>><br> <</if>> <<if $hairlength gte 400>> <<click [[Upper chest (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass20>><<set $hairlength to 300>><<set $money to $money - 3000>><</click>><br> <</if>> <<if $hairlength gte 500>> <<click [[Middle chest (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass20>><<set $hairlength to 400>><<set $money to $money - 3000>><</click>><br> <</if>> <<if $hairlength gte 600>> <<click [[Upper stomach (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass20>><<set $hairlength to 500>><<set $money to $money - 3000>><</click>><br> <</if>> <<if $hairlength gte 700>> <<click [[Navel (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass20>><<set $hairlength to 600>><<set $money to $money - 3000>><</click>><br> <</if>> <<if $hairlength gte 800>> <<click [[Thighs (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass20>><<set $hairlength to 700>><<set $money to $money - 3000>><</click>><br> <</if>> <<if $hairlength gte 900>> <<click [[Knees (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass20>><<set $hairlength to 800>><<set $money to $money - 3000>><</click>><br> <</if>> <<if $hairlength gte 1000>> <<click [[Ankles (0:20)|Hairdressers Seat]]>><<set $phase to 1>><<pass20>><<set $hairlength to 900>><<set $money to $money - 3000>><</click>><br> <</if>> <br> <</if>> <<if $money gte 6000>> Have your hair dyed:<br> <<if $haircolour isnot "red" and $naturalhaircolour isnot "red">> <<click [[Red (0:30)|Hairdressers Seat]]>><<pass30>><<set $haircolour to "red">><<set $phase to 3>><<set $money to $money - 6000>><</click>><br> <</if>> <<if $haircolour isnot "black" and $naturalhaircolour isnot "black">> <<click [[Black (0:30)|Hairdressers Seat]]>><<pass30>><<set $haircolour to "black">><<set $phase to 3>><<set $money to $money - 6000>><</click>><br> <</if>> <<if $haircolour isnot "blond" and $naturalhaircolour isnot "blond">> <<click [[Blond (0:30)|Hairdressers Seat]]>><<pass30>><<set $haircolour to "blond">><<set $phase to 3>><<set $money to $money - 6000>><</click>><br> <</if>> <<if $haircolour isnot "brown" and $naturalhaircolour isnot "brown">> <<click [[Brown (0:30)|Hairdressers Seat]]>><<pass30>><<set $haircolour to "brown">><<set $phase to 3>><<set $money to $money - 6000>><</click>><br> <</if>> <<if $haircolour isnot "ginger" and $naturalhaircolour isnot "ginger">> <<click [[Ginger (0:30)|Hairdressers Seat]]>><<pass30>><<set $haircolour to "ginger">><<set $phase to 3>><<set $money to $money - 6000>><</click>><br> <</if>> <<if $haircolour isnot "blue" and $naturalhaircolour isnot "blue">> <<click [[Blue (0:30)|Hairdressers Seat]]>><<pass30>><<set $haircolour to "blue">><<set $phase to 3>><<set $money to $money - 6000>><</click>><br> <</if>> <<if $haircolour isnot "green" and $naturalhaircolour isnot "green">> <<click [[Green (0:30)|Hairdressers Seat]]>><<pass30>><<set $haircolour to "green">><<set $phase to 3>><<set $money to $money - 6000>><</click>><br> <</if>> <<if $haircolour isnot "pink" and $naturalhaircolour isnot "pink">> <<click [[Pink (0:30)|Hairdressers Seat]]>><<pass30>><<set $haircolour to "pink">><<set $phase to 3>><<set $money to $money - 6000>><</click>><br> <</if>> <<if $haircolour isnot "purple" and $naturalhaircolour isnot "purple">> <<click [[Purple (0:30)|Hairdressers Seat]]>><<pass30>><<set $haircolour to "purple">><<set $phase to 3>><<set $money to $money - 6000>><</click>><br> <</if>> <br> <</if>> <<if $haircolour isnot $naturalhaircolour>> <<click [[Have your hair dye removed (0:20)|Hairdressers Seat]]>><<set $phase to 2>><<pass20>><<set $haircolour to $naturalhaircolour>><</click>><br><br> <</if>> <<click [[Leave|Hairdressers]]>><<endevent>><</click>>
fire2244/degrees
game/loc-shop.twee
twee
unknown
65,027
:: Domus Street [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">> You are on Domus Street. The orphanage is here. The street is dominated by small homes similar in appearance. <<if $daystate is "day">> <<if $weather is "rain">> People walk quickly, driven by the rain. <<else>> People tend to their gardens and go about their business all along the street. <</if>> <<elseif $daystate is "dawn">> It's quite busy. People are on their way to work. <<elseif $daystate is "dusk">> People return to their homes, tired after a long day. <<else>> The street is dark and silent. <</if>> <br><br> <<if $exposed gte 1>> <<exhibitionismstreet>> <</if>> <<if $arousal gte 10000>> <<orgasmstreet>> <</if>> <<if $tutorial is 0 and $debug is 0>><<set $tutorial to 1>> <<generate1>><<person1>>As you leave the orphanage you bump into a <<person>> passing by. <<He>> staggers back and looks at you with anger, but <<his>> rage turns to lechery as <<he>> beholds you. "You're the cutest thing I've seen all week! Come 'ere."<br><br> <<click [[Next|Tutorial]]>><<set $molestationstart to 1>><</click>> <<else>> <<if $stress gte 10000>><<passoutstreet>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsstreet>> <<else>> Places of interest<br> <<click [[Go home (0:01)->Orphanage]]>><<pass1>><<endclick>><br> <<if $daystate is "night">> <<click [[Approach one of the houses (0:02)|Domus House Lock]]>><<pass2>><</click>><br> <<elseif $exposed lte 0>> <<click [[Knock on one of the houses (0:02)|Domus House Knock]]>><<pass2>><</click>><br> <</if>> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> Travel<br> <<barb>><br> <<danube>><br> <<if $exposed lte 0>> <<buswait>> <</if>> <</if>> <br> Alternate Routes<br> <<residential>><br> <<stormdrain>><br> <br> <div id="divmap"><<if $images gte 1>><img id="map" src="img/misc/map.png"><img id="maparrow" src="img/misc/maparrowdomus.png"><<else>><<textmap>><</if>></div> <</if>> <</if>> <</if>> <<set $eventskip to 0>> :: Nightingale Street [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "nightingale">> You are on Nightingale Street. It is dominated by the civic hospital but there are also several office buildings. <<if $daystate is "day">> <<if $weather is "rain">> There's a lot of activity around the hospital. <<else>> There's a lot of activity around the hospital. <</if>> <<elseif $daystate is "dawn">> People are arriving at their workplaces. <<elseif $daystate is "dusk">> People are heading home for the day. <<elseif $daystate is "night">> There's an oasis of light around the hospital. <</if>> <br><br> <<if $exposed gte 1>> <<exhibitionismstreet>> <</if>> <<if $arousal gte 10000>> <<orgasmstreet>> <</if>> <<if $stress gte 10000>><<passoutstreet>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsstreet>> <<else>> Places of interest<br> <<click [[Hospital (0:01)->Hospital front]]>><<pass1>><<endclick>><br> <<click [[Forest (0:10)|Forest]]>><<set $eventskip to 1>><<pass10>><<set $forest to 0>><</click>><br> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> Travel<br> <<wolf>><br> <<elk>><br> <<high>><br> <<oxford>><br> <<if $exposed lte 0>> <<buswait>> <</if>> <</if>> <br> Alternate routes<br> <<park>><br> <<stormdrain>><br> <br> <div id="divmap"><<if $images gte 1>><img id="map" src="img/misc/map.png"><img id="maparrow" src="img/misc/maparrownightingale.png"><<else>><<textmap>><</if>></div> <</if>> <</if>> <<set $eventskip to 0>> :: High Street [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">> You are on the High Street, centre of the town's commercial activity. The shopping centre is located here, where you can buy new clothes. <<if $daystate is "day">> <<if $weather is "rain">> The street is busy despite the rain. <<else>> The street is packed with people, walking in all directions. <</if>> <<elseif $daystate is "dawn">> Some shops are open already. <<elseif $daystate is "dusk">> Some shops are closed, but others remain open. <<elseif $daystate is "night">> A few people still walk down the street, despite almost everything being closed. <</if>> <br><br> <<if $exposed gte 1>> <<exhibitionismstreet>> <</if>> <<if $arousal gte 10000>> <<orgasmstreet>> <</if>> <<if $stress gte 10000>><<passoutstreet>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsstreet>> <<else>> Places of interest<br> <<if $daystate is "night" and $hour isnot 21>> <<click [[Shopping Centre|Shopping Centre Sneak]]>><</click>><br> <<elseif $hour is 21>> <span class="blue">People are leaving the shopping centre.</span> It must be closing time.<br> <<else>> <<click [[Shopping Centre (0:02)|Shopping Centre]]>><<pass2>><</click>><br> <</if>> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> Travel<br> <<cliff>><br> <<wolf>><br> <<starfish>><br> <<nightingale>><br> <<if $exposed lte 0>> <<buswait>> <</if>> <</if>> <br> Alternate routes<br> <<commercial>><br> <<park>><br> <<stormdrain>><br> <br> <div id="divmap"><<if $images gte 1>><img id="map" src="img/misc/map.png"><img id="maparrow" src="img/misc/maparrowhigh.png"><<else>><<textmap>><</if>></div> <</if>> <</if>> <<set $eventskip to 0>> :: Starfish Street [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "starfish">> You are on Starfish Street. Wind blows in from the ocean. <<if $daystate is "day">> <<if $weather is "rain">> Part of the road is covered in wet sand. <<else>> There's a lot of noise coming from the dock. <</if>> <<elseif $daystate is "dawn">> You can already hear activity from the dock. <<elseif $daystate is "dusk">> The dock remains noisy, even at this hour. <<elseif $daystate is "night">> You hear nothing but the sea. <</if>> <br><br> <<if $exposed gte 1>> <<exhibitionismstreet>> <<if $exposed is 1 and $topless is 0>> <span class="lewd">This outfit might be fine on the nearby beach, but here it's too lewd!</span><br><br> <</if>> <</if>> <<if $arousal gte 10000>> <<orgasmstreet>> <</if>> <<if $stress gte 10000>><<passoutstreet>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsstreet>> <<else>> Places of Interest<br> <<click [[Beach (0:05)|Beach]]>><<pass5>><</click>><br> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> Travel<br> <<cliff>><br> <<mer>><br> <<high>><br> <<oxford>><br> <<if $exposed lte 0>> <<buswait>> <</if>> <</if>> <br> Alternate Routes<br> <<park>><br> <<stormdrain>><br> <br> <div id="divmap"><<if $images gte 1>><img id="map" src="img/misc/map.png"><img id="maparrow" src="img/misc/maparrowstarfish.png"><<else>><<textmap>><</if>></div> <</if>> <</if>> <<set $eventskip to 0>> :: Barb Street [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "barb">> You are on Barb Street. Silver blocks of flats tower all around you. You can hear the sea. The police station is located here. There's also a dance studio. <<if $daystate is "day">> <<if $weather is "rain">> The few braving the rain walk quickly. <<else>> Pedestrians fill the pavements, but the sound of traffic dominates. <</if>> <<elseif $daystate is "dawn">> The street is already busy, even so early. <<elseif $daystate is "dusk">> The sun has long since disappeared behind the towers, but the street remains busy. <<elseif $daystate is "night">> Voices and occasional shouting emerge from the nearby buildings despite the hour. <</if>> <br><br> <<if $exposed gte 1>> <<exhibitionismstreet>> <</if>> <<if $stress gte 10000>><<passoutstreet>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsstreet>> <<else>> Places of Interest<br> <<if $openinghours is 1>><<click [[Dance Studio (0:01)|Dance Studio]]>><<pass1>><</click>><br> <<elseif $closinghour is 1>> <span class="blue">People are leaving the dance studio.</span> It must be closing time.<br> <<else>> <<click [[Dance Studio|Dance Studio Lock]]>><</click>><br> <</if>> <<if $exposed lte 0>> <<click [[Police Station (0:02)|Police Station]]>><<pass2>><</click>><br> <<if $dorenintro gte 1>> <<click [[Doren's Flat (0:02)|Doren Entrance]]>><<pass2>><</click>><br> <</if>> <</if>> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> Travel<br> <<domus>><br> <<cliff>><br> <<connudatus>><br> <<if $exposed lte 0>> <<buswait>> <</if>> <</if>> <br> Alternate Routes<br> <<residential>><br> <<stormdrain>><br> <br> <div id="divmap"><<if $images gte 1>><img id="map" src="img/misc/map.png"><img id="maparrow" src="img/misc/maparrowbarb.png"><<else>><<textmap>><</if>></div> <</if>> <</if>> <<set $eventskip to 0>> :: Connudatus Street [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">> You are on Connudatus Street. The numerous clubs, bars and restaurants make it the town's most lively locale by night. During the day the street is lined by hawkers selling various wares. <<if $daystate is "day">> The street is crowded with shoppers. <<elseif $daystate is "dawn">> Vendors are setting up their stalls. <<elseif $daystate is "dusk">> Vendors are taking down their stalls. The restaurants are packed. <<elseif $daystate is "night">> The nightlife is in full swing. Neon lights glow above. <</if>> <br><br> <<if $exposed gte 1>> <<exhibitionismstreet>> <</if>> <<if $arousal gte 10000>> <<orgasmstreet>> <</if>> <<if $skulduggery gte 200 and $skulduggeryDintro isnot 1>><<set $skulduggeryDintro to 1>> Your experience breaking the rules of society lets you look at the street in a new light. So many people with their valuables close at hand, and lightly guarded. <span class="gold">You can now rob people on Connudatus Street.</span><br><br> <</if>> <<if $stress gte 10000>><<passoutstreet>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsstreet>> <<else>> Places of interest<br> <<if $daystate isnot "dawn" and $daystate isnot "day" and $exposed lte 1>> <<click [[Strip Club|Strip Club]]>><</click>><br> <</if>> <<if $daystate isnot "dusk" and $daystate isnot "night" and $hour isnot 6>> <<click [[Strip Club|Strip Club Lock]]>><</click>><br> <<elseif $hour is 6>> <span class="blue">People are leaving the club.</span> It must be closing time.<br> <</if>> <<if $skulduggeryDintro is 1 and $exposed lte 0>> <<click [[Look for a mark (0:20)|Connudatus Street Thievery]]>><<pass20>><<crime1>><</click>><<crime>><br> <</if>> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> Travel<br> <<barb>><br> <<danube>><br> <<cliff>><br> <<wolf>><br> <<if $exposed lte 0>> <<buswait>> <</if>> <</if>> <br> Alternate routes<br> <<residential>><br> <<commercial>><br> <<stormdrain>><br> <br> <div id="divmap"><<if $images gte 1>><img id="map" src="img/misc/map.png"><img id="maparrow" src="img/misc/maparrowconnudatus.png"><<else>><<textmap>><</if>></div> <</if>> <</if>> <<set $eventskip to 0>> :: Wolf Street [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "wolf">> You are on Wolf Street. The nearby forest bleeds into the town here, particularly where the temple sits. <<if $daystate is "day">> <<if $weather is "rain">> The trees sway in the wind. <<else>> It's one of the quieter parts of town. <</if>> <<elseif $daystate is "dawn">> You hear chanting from within. <<elseif $daystate is "dusk">> It strikes a forbidding silhouette against the darkening sky. <<elseif $daystate is "night">> It's almost pitch-black. <</if>> <br><br> <<if $exposed gte 1>> <<exhibitionismstreet>> <</if>> <<if $arousal gte 10000>> <<orgasmstreet>> <</if>> <<if $stress gte 10000>><<passoutstreet>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsstreet>> <<else>> Places of interest<br> <<click [[Temple (0:01)|Temple]]>><<pass1>><</click>><br> <<click [[Forest (0:10)|Forest]]>><<pass10>><<set $forest to 0>><<set $eventskip to 1>><</click>><br> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> Travel<br> <<danube>><br> <<nightingale>><br> <<connudatus>><br> <<high>><br> <<if $exposed lte 0>> <<buswait>> <</if>> <</if>> <br> Alternate routes<br> <<commercial>><br> <<stormdrain>><br> <br> <div id="divmap"><<if $images gte 1>><img id="map" src="img/misc/map.png"><img id="maparrow" src="img/misc/maparrowwolf.png"><<else>><<textmap>><</if>></div> <</if>> <</if>> <<set $eventskip to 0>> :: Harvest Street [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "harvest">> You are on Harvest Street. There's a road leading out of town, and many of the buildings here deal with produce from the nearby farms. This part of town has a reputation for criminal activity. <<if $daystate is "day">> <<if $weather is "rain">> There's always at least one large vehicle moving down the road. <<else>> There's always at least one large vehicle moving down the road. <</if>> <<elseif $daystate is "dawn">> Vehicles are already arriving from outside town. <<elseif $daystate is "dusk">> The sun sets, but it will be a while before the workers here are done for the day. <<elseif $daystate is "night">> Even at night the street is busy. <</if>> <br><br> <<if $exposed gte 1>> <<exhibitionismstreet>> <</if>> <<if $arousal gte 10000>> <<orgasmstreet>> <</if>> <<if $stress gte 10000>><<passoutstreet>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsstreet>> <<else>> Places of interest<br> <<if $brothelintro is 1 and $exposed lte 1>> <<click [[Brothel (0:01)|Brothel]]>><<pass1>><</click>><br> <<elseif $brothelknown is 1 and $exposed lte 0>> <<click [[Enter suspicious building (0:05)|Brothel Intro]]>><<set $brothelintro to 1>><<pass5>><</click>><br> <</if>> <<if $pubintro is 1 and $exposed lte 0>> <<click [[Pub (0:02)|Pub]]>><<pass2>><</click>><br> <<elseif $exposed lte 0>> <<click [[Pub (0:02)|Pub Intro]]>><<pass2>><</click>><br> <</if>> <<if $daystate is "night">> <<click [[Bus Station (0:02)|Bus Station Entrance]]>><<pass2>><</click>> <<else>> <<click [[Bus Station (0:02)|Bus Station]]>><<pass2>><</click>> <</if>> <br> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> Travel<br> <<mer>><br> <<elk>><br> <<if $exposed lte 0>> <<buswait>> <</if>> <</if>> <br> Alternate routes<br> <<industrial>><br> <<stormdrain>><br> <br> <div id="divmap"><<if $images gte 1>><img id="map" src="img/misc/map.png"><img id="maparrow" src="img/misc/maparrowharvest.png"><<else>><<textmap>><</if>></div> <</if>> <</if>> <<set $eventskip to 0>> :: Oxford Street [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "oxford">> You are on Oxford Street. There's an eclectic mix of buildings, but most notable is the school. <<if $schoolday is 1>> <<if $daystate is "day">> <<if $weather is "rain">> The street is busy despite the rain. <<else>> Chatter and laughter emerges from the school grounds. <</if>> <<elseif $daystate is "dawn">> Children are hanging out near the school. <<elseif $daystate is "dusk">> Some children linger in groups, still wearing their uniforms. <<elseif $daystate is "night">> Due to its central location, people are passing through despite the hour. <</if>> <<else>> <<if $daystate is "day">> <<if $weather is "rain">> The street is busy despite the rain. <<else>> Many cars and pedestrians are passing by. <</if>> <<elseif $daystate is "dawn">> People are arriving at their workplaces. <<elseif $daystate is "dusk">> People are heading home for the day. <<elseif $daystate is "night">> Due to its central location, people pass through even at this hour. <</if>> <</if>> <br><br> <<if $exposed gte 1>> <<exhibitionismstreet>> <</if>> <<if $arousal gte 10000>> <<orgasmstreet>> <</if>> <<if $stress gte 10000>><<passoutstreet>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsstreet>> <<else>> <<if $robindebtevent gte 1>> <<elseif $robinmissing isnot 1 and $schoolday is 1 and $hour is 15 and $robinintro is 1 and $robinschoolafternoon isnot 1 and $exposed lte 0>> You see Robin looking through shop windows.<br><br> <<if $robintrauma gte 80>> <<click [[Walk home with Robin (0:40)|Robin Walk Home]]>><<set $robinschoolafternoon to 1>><<endevent>><<pass40>><</click>><br><br> <<else>> <<click [[Walk home with Robin (0:20)|Robin Walk Home]]>><<set $robinschoolafternoon to 1>><<endevent>><<pass20>><</click>><br><br> <</if>> <</if>> <<if $schoolday is 1 and $hour is 15 and $exposed lte 0 and $weather isnot "rain">> A group of students chat nearby. They say they're going to the lake.<br><br> <<click [[Join them (0:30)|Lake Journey]]>><<pass30>><</click>><br><br> <</if>> Places of interest<br> <<if $schoolday is 1 and $hour gte 7 and $hour lte 16>> <<click [[School (0:02)|School Front Playground]]>><<pass2>><</click>><br> <<else>> <<click [[School|School Locked]]>><</click>><br> <</if>> <<if $daystate is "day" and $weekday is 7 or $daystate is "day" and $weekday is 1>> <<if $exposed lte 0>> <<click [[Museum (0:01)|Museum]]>><<pass1>><</click>><br> <</if>> <<else>> <<if $exposed lte 0>> <<click [[Museum|Museum Lock]]>><<pass1>><</click>><br> <</if>> <</if>> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> Travel<br> <<starfish>><br> <<nightingale>><br> <<mer>><br> <<elk>><br> <<if $exposed lte 0>> <<buswait>> <</if>> <</if>> <br> Alternate routes<br> <<park>><br> <<industrial>><br> <<stormdrain>><br> <br> <div id="divmap"><<if $images gte 1>><img id="map" src="img/misc/map.png"><img id="maparrow" src="img/misc/maparrowoxford.png"><<else>><<textmap>><</if>></div> <</if>> <</if>> <<set $eventskip to 0>> :: Danube Street [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> You are on Danube Street. The houses here are spacious and stately. <<if $daystate is "day">> <<if $weather is "rain">> The rain has driven people indoors. <<else>> You hear activity from the walled gardens. <</if>> <<elseif $daystate is "dawn">> You see movement through the windows. <<elseif $daystate is "dusk">> They cast creepy shadows in the dimming light. <<elseif $daystate is "night">> Light from the windows does little to alleviate the darkness. <</if>> <br><br> <<if $exposed gte 1>> <<exhibitionismstreet>> <</if>> <<if $arousal gte 10000>> <<orgasmstreet>> <</if>> <<if $stress gte 10000>><<passoutstreet>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsstreet>> <<else>> Places of interest<br> <<click [[Forest (0:10)|Forest]]>><<pass10>><<set $forest to 0>><<set $eventskip to 1>><</click>><br> <<if $daystate is "night">> <<click [[Approach one of the houses (0:02)|Danube House Lock]]>><<pass2>><</click>><br> <<elseif $exposed lte 0>> <<click [[Knock on one of the houses (0:02)|Danube House Knock]]>><<pass2>><</click>><br> <</if>> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> Travel<br> <<domus>><br> <<wolf>><br> <<connudatus>><br> <<if $exposed lte 0>> <<buswait>> <</if>> <</if>> <br> Alternate routes<br> <<residential>><br> <<stormdrain>><br> <br> <div id="divmap"><<if $images gte 1>><img id="map" src="img/misc/map.png"><img id="maparrow" src="img/misc/maparrowdanube.png"><<else>><<textmap>><</if>></div> <</if>> <</if>> <<set $eventskip to 0>> :: Mer Street [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "mer">> You are on Mer Street. The street is dominated by the docks and shipping industry. <<if $daystate is "day">> <<if $weather is "rain">> Part of the road is covered in wet sand. <<else>> There's a lot of noise coming from the dock. <</if>> <<elseif $daystate is "dawn">> You can already hear activity from the dock. <<elseif $daystate is "dusk">> The dock remains noisy, even at this hour. <<elseif $daystate is "night">> You hear nothing but the sea. <</if>> <br><br> <<if $exposed gte 1>> <<exhibitionismstreet>> <<if $exposed is 1 and $topless is 0>> <span class="lewd">This outfit might be fine on the nearby beach, but here it's too lewd!</span><br><br> <</if>> <</if>> <<if $arousal gte 10000>> <<orgasmstreet>> <</if>> <<if $stress gte 10000>><<passoutstreet>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsstreet>> <<else>> Places of interest<br> <<if $robindebtevent gte 1 and $docksrobinintro isnot 1>> <<click [[Look for Robin (0:20)|Docks_Robin]]>><<pass20>><</click>><br> <</if>> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> Travel<br> <<starfish>><br> <<oxford>><br> <<harvest>><br> <<if $exposed lte 0>> <<buswait>> <</if>> <</if>> <br> Alternate routes<br> <<industrial>><br> <<stormdrain>><br> <br> <div id="divmap"><<if $images gte 1>><img id="map" src="img/misc/map.png"><img id="maparrow" src="img/misc/maparrowmer.png"><<else>><<textmap>><</if>></div> <</if>> <</if>> <<set $eventskip to 0>> :: Cliff Street [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "cliff">> You are on Cliff Street. Several civic buildings are located here, including the town hall. The Ocean Breeze cafe looks out over the sea. There's a path leading down to the beach. <<if $daystate is "day">> <<if $weather is "rain">> Wind howls in from the sea. <<else>> A gentle breeze blows in from the sea. <</if>> <<elseif $daystate is "dawn">> There's a lot of traffic. People are driving to work. <<elseif $daystate is "dusk">> There's a lot of traffic. People are driving home from work. <<elseif $daystate is "night">> The street is dark and quiet. Only the ocean can be heard. <</if>> <br><br> <<if $exposed gte 1>> <<exhibitionismstreet>> <<if $exposed is 1 and $topless is 0>> <span class="lewd">This outfit might be fine on the nearby beach, but here it's too lewd!</span><br><br> <</if>> <</if>> <<if $arousal gte 10000>> <<orgasmstreet>> <</if>> <<if $stress gte 10000>><<passoutstreet>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsstreet>> <<else>> Places of interest<br> <<if $scienceproject is "ongoing" and $scienceprojectdays is 0 and $daystate is "day" and $exposed lte 0>> <<click [[Attend Science Fair|Science Fair]]>><</click>><br> <</if>> <<click [[Beach (0:05)|Beach]]>><<pass5>><</click>><br> <<if $openinghours is 1>> <<if $exposed lte 0>> <<click [[Cafe (0:01)|Ocean Breeze]]>><<pass1>><</click>><br> <<else>> <</if>> <<elseif $closinghour is 1>> <span class="blue">People are leaving the cafe.</span> It must be closing time.<br> <<else>> <<click [[Cafe|Ocean Breeze Lock]]>><</click>><br> <</if>> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> Travel<br> <<barb>><br> <<starfish>><br> <<connudatus>><br> <<high>><br> <<if $exposed lte 0>> <<buswait>> <</if>> <</if>> <br> Alternate Routes<br> <<commercial>><br> <<stormdrain>><br> <br> <div id="divmap"><<if $images gte 1>><img id="map" src="img/misc/map.png"><img id="maparrow" src="img/misc/maparrowcliff.png"><<else>><<textmap>><</if>></div> <</if>> <</if>> <<set $eventskip to 0>> :: Elk Street [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "elk">> You are on Elk Street. There are roads leading to several large industrial complexes. <<if $daystate is "day">> <<if $weather is "rain">> The sound of water hitting metal is constant. <<else>> You hear the sound of machinery all around. <</if>> <<elseif $daystate is "dawn">> You hear the sound of machinery all around. <<elseif $daystate is "dusk">> You hear the sound of machinery all around. <<elseif $daystate is "night">> You hear the sound of machinery even at this hour. <</if>> <br><br> <<if $exposed gte 1>> <<exhibitionismstreet>> <</if>> <<if $arousal gte 10000>> <<orgasmstreet>> <</if>> <<if $stress gte 10000>><<passoutstreet>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsstreet>> <<else>> Places of interest<br> <<if $compoundstate is 1>> <span class="blue">The compound is prowled by guards.</span> They'll be less agitated tomorrow.<br> <<elseif $compoundstate is 0>> <<click [[Sneak into the compound|Elk Compound]]>><<crime1>><</click>><<crime>><br> <</if>> <br> <<if $exposed gte 1 and $daystate isnot "night">> <<else>> Travel<br> <<nightingale>><br> <<oxford>><br> <<harvest>><br> <<if $exposed lte 0>> <<buswait>> <</if>> <</if>> <br> Alternate routes<br> <<industrial>><br> <<stormdrain>><br> <br> <div id="divmap"><<if $images gte 1>><img id="map" src="img/misc/map.png"><img id="maparrow" src="img/misc/maparrowelk.png"><<else>><<textmap>><</if>></div> <</if>> <</if>> <<set $eventskip to 0>> :: Widgets Street [widget] <<widget "streetex1">><<nobr>> <<generate1>><<person1>> You move from shadow to shadow, dashing through patches of light as quickly as your legs will carry you.<br><br> You hear footsteps up ahead!<br><br> <<click [[Hide and wait for them to pass (0:04)|StreetEx1]]>><<pass4>><<set $phase to 0>><</click>><br> <<click [[Stick to the shadows but keep moving|StreetEx1]]>><<set $phase to 1>><</click>><br><br> <</nobr>><</widget>> <<widget "streetex2">><<nobr>> <<generate1>><<person1>>You move from shadow to shadow, dashing through patches of light as quickly as your legs will carry you. <br><br> Unable to see in the dark, you trip over something and tumble to the ground. A <<person>> emerges from the shadows and is on top of you before you can recover. <<set $pain to $pain + 5>><<set $molestationstart to 1>><br><br> [[Next|StreetEx2]]<br><br> <</nobr>><</widget>> <<widget "streetex3">><<nobr>> You move from shadow to shadow, dashing through patches of light as quickly as your legs will carry you. <br><br> You hear a growl from a nearby alley and instinctively freeze in place. You regain control as a shaggy black dog emerges from the darkness, teeth bared.<br><br> <<click [[Run|StreetEx3]]>><<set $phase to 0>><</click>><br> <<if $bestialitydisable is "f">> <<click [[Try to befriend it|StreetEx3]]>><<set $molestationstart to 1>><<set $phase to 1>><</click>><br> <</if>><br> <</nobr>><</widget>> <<widget "street1">><<nobr>> <<generate1>>You hear a <<person1>><<person>> behind you. <<catcall>><br><br> <<click [[Ignore|Catcall Ignore]]>><</click>><<gstress>><<gtrauma>><br> <<if $skirt is 1>> <<if $exhibitionism gte 75 and $undertype is "naked">> <<click [[Give them a show|Catcall Skirt]]>><</click>><<exhibitionist5>><<lstress>><<garousal>><br> <br> <<elseif $exhibitionism gte 75 and $undertype is "chastity">> <<click [[Give them a show|Catcall Skirt]]>><</click>><<exhibitionist5>><<lstress>><<garousal>><br> <br> <<elseif $exhibitionism gte 15>> <<click [[Give them a show|Catcall Skirt]]>><</click>><<exhibitionist2>><<lstress>><<garousal>><br> <br> <</if>> <<elseif $upperset isnot $lowerset>> <<if $exhibitionism gte 35 and $undertype is "naked">> <<click [[Give them a show|Catcall Shorts]]>><</click>><<exhibitionist3>><<lstress>><<garousal>><br> <br> <<elseif $exhibitionism gte 35 and $undertype is "chastity">> <<click [[Give them a show|Catcall Shorts]]>><</click>><<exhibitionist3>><<lstress>><<garousal>><br> <br> <<elseif $exhibitionism gte 15>> <<click [[Give them a show|Catcall Shorts]]>><</click>><<exhibitionist2>><<lstress>><<garousal>><br> <br> <</if>> <</if>> <</nobr>><</widget>> <<widget "street2">><<nobr>> <<generate1>><<person1>>You hear a <<person>> behind you. <<catcall>> Before you can respond, a pair of intruding hands grasp you!<br><br> <<click [[Next|Street Molestation]]>><<set $molestationstart to 1>><</click>><br> <</nobr>><</widget>> <<widget "street3">><<nobr>> <<generate1>><<generate2>><<person1>>You are walking past a <<person>> when <<he>> seizes you by your arms and mouth, before carrying you to a nearby alley where <<his>> friend awaits.<br><br> <<click [[Next|Street Pair]]>><<set $molestationstart to 1>><</click>><br> <</nobr>><</widget>> <<widget "street4">><<nobr>> <<generate1>><<person1>>A <<person1>><<person>> approaches you. "Hey <<girlcomma>> want to make some money? I'll give you £30 for your underwear."<br><br> <<if $exhibitionism lte 34 and $undertype isnot "naked" and $undertype isnot "chastity">> You are not lewd enough to take up <<his>> offer.<br><br> <</if>> <<if $exhibitionism gte 35 and $undertype isnot "naked" and $undertype isnot "chastity">> <<click [[Agree|Street Panties]]>><<set $phase to 1>><</click>><<exhibitionist3>><br> <</if>> <<if $exhibitionism gte 15 and $undertype is "naked">> <<click [[Say you're not wearing any|Street Panties]]>><<set $phase to 2>><</click>><<exhibitionist2>><br> <</if>> <<click [[Refuse|Street Panties]]>><<set $phase to 3>><</click>><<gstress>><br> <</nobr>><</widget>> <<widget "street5">><<nobr>> <<generate1>><<person1>>A car pulls up alongside you. The driver, a <<personcomma>> waves a wad of cash at you. "Show me a good time and I'll make it worth your while. Get in."<br><br> <<if $promiscuity lte 14>> You are not promiscuous enough to take up <<his>> offer.<br><br> <</if>> <<if $promiscuity gte 15>> <<click [[Get in|Street Car]]>><<set $phase to 1>><</click>><<promiscuous2>><br> <</if>> <<click [[Refuse|Street Car]]>><<set $phase to 2>><</click>><br> <</nobr>><</widget>> <<widget "street6">><<nobr>> <<if $skirt is 1>> Your $lowerclothes snags on a passing car, <<set $lowerintegrity -= 10>> <<if $lowerintegrity lte 0>><<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> <span class="lewd">and is torn clean from your body,</span> leaving your <<lewdness>> displayed in the middle of the street. <<else>> tearing it and leaving it worse for wear. <</if>> <br><br> <<destinationeventend>> <<elseif $uppertype isnot "naked">> Your $upperclothes snags on a passing car, <<set $upperintegrity -= 10>> <<if $upperintegrity lte 0>><<upperruined>><<clothesruinstat>><<set $upperoff to 0>> <span class="lewd">and is torn clean from your body,</span> leaving your <<lewdness>> displayed in the middle of the street. <<else>> tearing it and leaving it worse for wear. <</if>> <br><br> <<destinationeventend>> <<else>> <<generate1>><<person1>>A <<person>> shouts at you from a passing car while leering at your exposed chest. "Thanks for the show." You feel self-conscious.<<gtrauma>><<gstress>><<garousal>><<gtrauma10>><<gstress10>><<garousal10>><br><br> <<endevent>> <<destinationeventend>> <</if>> <</nobr>><</widget>> <<widget "street7">><<nobr>> <<generate1>><<person1>>You catch a <<person>> staring at you, but <<he>> looks away when you make eye contact.<br><br> <<click [[Flirt|Street Flirt]]>><<set $phase to 1>><</click>><<promiscuous1>><br> <<click [[Ignore|Street Flirt]]>><<set $phase to 2>><</click>><br> <</nobr>><</widget>> <<widget "street8">><<nobr>> A dog whimpers at you. Its tail is wagging. It runs some way down an alley then turns to look at you. It wants you to follow it.<br><br> <<click [[Follow|Street Follow]]>><</click>><br> <<click [[Ignore|Street Follow Ignore]]>><</click>><br> <</nobr>><</widget>> <<widget "streetnight1">><<nobr>> <<if $bestialitydisable is "t">> Your journey is interrupted by a savage growl emerging from the darkness. You turn to avoid it, only to face an approaching pair of glowing eyes. You're surrounded.<br><br> You manage to get away, but not without injury.<br><br><<beastescape>> <<destinationeventend>> <<else>> Your journey is interrupted by a savage growl emerging from the darkness. You turn to avoid it, only to face a pair of glowing eyes. You're surrounded.<br><br> <<click [[Next|Street Dogs]]>><<set $molestationstart to 1>><</click>> <br> <</if>> <</nobr>><</widget>> <<widget "streetexday1">><<nobr>> There are too many people around. You're sure to be seen. <br><br> <<click [[Hide Beneath a car (0:10)|Street Ex Day1 Car]]>><<pass10>><</click>><br> <<click [[Sprint away|Street Ex Day1 Sprint]]>><<gstress20>><<gtrauma20>><<fameexhibitionism10>><</click>><<gtrauma>><<gstress>><br> <</nobr>><</widget>> <<widget "streeteden">><<nobr>> <<if $edenfreedom gte 2 and $edendays gte 8>> You see Eden across the road.<<eden>><<person1>> <<Hes>> stopping people on the street and showing them a crudely drawn picture of you. People seem afraid of <<himcomma>> but if <<he>> notices <<he>> doesn't care.<br><br> <<click [[Go to Eden|Street Eden]]>><</click>><br> <<click [[Hide (0:25)|Street Eden Hide]]>><<pass25>><</click>><br> <<elseif $edenfreedom gte 1 and $edendays gte 2>> You see Eden across the road.<<eden>><<person1>> <<Hes>> stopping people on the street and showing them a crudely drawn picture of you. People seem afraid of <<himcomma>> but if <<he>> notices <<he>> doesn't care.<br><br> <<click [[Go to Eden|Street Eden]]>><</click>><br> <<click [[Hide (0:25)|Street Eden Hide]]>><<pass25>><</click>><br> <<else>> <<street1>> <</if>> <</nobr>><</widget>> <<widget "streetfame">><<nobr>> <<if $famesex gte 1000 and $rng gte 81>> <<set $rng to random(1, 100)>> <<if $rng gte 81>> <<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phercomma>> the town bicycle." The <<person2>><<person>> looks at you and laughs. You blush. <<elseif $rng gte 61>> <<generate1>><<person1>>A <<person>> shouts at you from across the street, "Hey, you fucked all my friends. When's my turn?" It attracts attention, people look at you and whisper amongst themselves. You blush and walk faster. <<elseif $rng gte 41>> <<generate1>><<person1>>A <<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that slut everyone's talking about." You blush and walk faster. <<elseif $rng gte 21>> <<generate1>><<person1>>A group of <<if $pronoun is "m">>boys<<else>>girls<</if>> smile at you a they walk past. They keep looking back at you and whisper to each other. You make out the words "easy" and "slut". You blush. <<else>> <<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "that slut I was telling you about." You blush. <</if>> <<gtrauma>><<gstress>><<gtrauma30>><<gstress30>> <br><br> <<endevent>> <<destinationeventend>> <<elseif $fameprostitution gte 1000 and $rng gte 61>> <<set $rng to random(1, 100)>> <<if $rng gte 81>> <<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phercomma>> <<pshe>> will do anything for money. Anything." The <<person2>><<person>> looks at you and laughs. You blush. <<elseif $rng gte 61>> <<generate1>><<person1>>A <<person>> shouts at you from across the street, "Hey, you fucked all my friends. How much for oral?" It attracts attention, people look at you and whisper amongst themselves. You blush and walk faster. <<elseif $rng gte 41>> <<generate1>><<person1>>A <<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that whore everyone's talking about." You blush and walk faster. <<elseif $rng gte 21>> <<generate1>><<person1>>A group of <<if $pronoun is "m">>boys<<else>>girls<</if>> smile at you a they walk past. They keep looking back at you and whisper to each other. You make out the words "whore" and "slut". You blush. <<else>> <<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "that whore I was telling you about." You blush. <</if>> <<gtrauma>><<gstress>><<gtrauma30>><<gstress30>> <br><br> <<endevent>> <<destinationeventend>> <<elseif $famerape gte 1000 and $rng gte 41>> <<set $rng to random(1, 100)>> <<if $rng gte 81>> <<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phercomma>> the town's public fucktoy." The <<person2>><<person>> looks at you and laughs. You blush. <<elseif $rng gte 61>> <<generate1>><<person1>>A <<person>> shouts at you from across the street, "Hey, all my friends fucked you. I'll come get my share soon." It attracts attention, people look at you and whisper amongst themselves. You blush and walk faster. <<elseif $rng gte 41>> <<generate1>><<person1>>A <<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that fuckmeat everyone's talking about." You blush and walk faster. <<elseif $rng gte 21>> <<generate1>><<person1>>A group of <<if $pronoun is "m">>boys<<else>>girls<</if>> smile at you a they walk past. They keep looking back at you and whisper to each other. You make out the words "fucktoy" and "trash". You blush. <<else>> <<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "that fucktoy I was telling you about." You blush. <</if>> <<gtrauma>><<gstress>><<gtrauma30>><<gstress30>> <br><br> <<endevent>> <<destinationeventend>> <<elseif $famebestiality gte 1000 and $rng gte 21>> <<set $rng to random(1, 100)>> <<if $rng gte 81>> <<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phercomma>> the one who really really likes animals." The <<person2>><<person>> looks at you and laughs. You blush. <<elseif $rng gte 61>> <<generate1>><<person1>>A <<person>> shouts at you from across the street, "Hey, they need you down at the kennel. The mutts need 'milking'?" It attracts attention, people look at you and whisper amongst themselves. You blush and walk faster. <<elseif $rng gte 41>> <<generate1>><<person1>>A <<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that animal-fucker everyone's talking about." You blush and walk faster. <<elseif $rng gte 21>> <<generate1>><<person1>>A group of <<if $pronoun is "m">>boys<<else>>girls<</if>> smile at you a they walk past. They keep looking back at you and whisper to each other. You make out the words "kennel" and "bitch". You blush. <<else>> <<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "that slut I was telling you about. The animal fucktoy." You blush. <</if>> <<gtrauma>><<gstress>><<gtrauma30>><<gstress30>> <br><br> <<endevent>> <<destinationeventend>> <<elseif $fameexhibitionism gte 1000>> <<set $rng to random(1, 100)>> <<if $rng gte 81>> <<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> walk past you. The <<person1>><<person>> looks back at you and leans toward <<his>> friend, "I recognise <<phercomma>> <<pshe>> looks really good naked." The <<person2>><<person>> looks at you and laughs. You blush. <<elseif $rng gte 61>> <<generate1>><<person1>>A <<person>> shouts at you from across the street, "Hey, I almost didn't recognise you with clothes." It attracts attention, people look at you and whisper amongst themselves. You blush and walk faster. <<elseif $rng gte 41>> <<generate1>><<person1>>A <<person>> grabs your arm as <<he>> passes by. "I know you," <<he>> says as you break free from <<his>> grip. "You're that slut who likes stripping in public." You blush and walk faster as <<he>> leers at your <<bottomstop>> <<elseif $rng gte 21>> <<generate1>><<person1>>A group of <<if $pronoun is "m">>boys<<else>>girls<</if>> smile at you a they walk past. They keep looking back at you and whisper to each other. You make out the words "naked" and "slut". You blush. <<else>> <<generate1>><<generate2>>A <<person1>><<person>> points at you across the road and turns to <<his>> friend. "That's the one," <<he>> says, "the one I saw nude." You blush. <</if>> <<gtrauma>><<gstress>><<gtrauma30>><<gstress30>> <br><br> <<endevent>> <<destinationeventend>> <<else>> <<street1>> <</if>> <</nobr>><</widget>> <<widget "streetattire">><<nobr>> <<if $rng gte 81 and $collared is 1>> <<if $daystate is "night">> <<set $rng to random(1, 100)>> <<if $rng gte 51 and $bestialitydisable is "f">> <<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<person>> approach you. The <<person>> holds a dog on a leash. "Perfect. We've been looking for a bitch like you for our pet here. You'll get on your knees if you know whats good for you," <<he>> says as the <<person1>><<person>> grabs your collar.<br><br> <<click [[Kneel|Street Collar Dog]]>><<set $molestationstart to 1>><<set $submissive += 1>><</click>><br> <<click [[Refuse|Street Collar Molestation]]>><<set $molestationstart to 1>><<set $submissive -= 1>><<set $phase to 1>><</click>><br> <<else>> <<generate1>><<generate2>>A <<person1>><<person>> emerges from the darkness to grab the collar around your neck as a <<person2>><<person>> starts groping your <<bottomstop>> "What do we have here?" says the <<person1>><<personstop>> "A collared slut, alone out in the open. There's only one thing you're good for."<br><br> <<click [[Next|Street Collar Molestation]]>><<set $molestationstart to 1>><<set $phase to 2>><</click>><br> <</if>> <<else>> <<generate1>><<person1>>A <<person>> looks at your collar and laughs. "Who let you out of the kennel?" <<he>> says.<<gtrauma>><<gstress>><<gtrauma60>><<gstress60>><br><br> <<endevent>> <<destinationeventend>> <</if>> <<elseif $rng gte 61 and $leftarm is "bound">> <<generate1>><<person1>> <<if $daystate is "night">> Someone grabs your bound arms from behind. "All wrapped up like a present," says a <<person>> as <<he>> swivels you around. "How could I resist?"<br><br> <<click [[Next|Street Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> A <<person>> approaches you. "Who tied you up like that? Here." <<He>> walks behind you and frees your arms from their bindings.<<unbind>><br><br> <<endevent>> <<destinationeventend>> <</if>> <<elseif $rng gte 41 and $rightarm is "bound">> <<generate1>><<person1>> <<if $daystate is "night">> Someone grabs your bound arms from behind. "All wrapped up like a present," says a <<person>> as <<he>> swivels you around. "How could I resist?"<br><br> <<click [[Next|Street Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> A <<person>> approaches you. "Who tied you up like that? Here." <<He>> walks behind you and frees your arms from their bindings.<<unbind>><br><br> <<endevent>> <<destinationeventend>> <</if>> <<elseif $rng gte 21 and $lowerclothes is "towel">> <<if $daystate is "night">> <<generate1>><<generate2>><<generate3>>Three <<people>> surround you. "That's an odd thing to walk around in during the night," says a <<person1>><<person>> as <<he>> strokes your towel. "I think I know exactly what you want."<br><br> <<click [[Next|Street Trio Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<generatey1>><<person1>>A <<person>> creeps up behind you and snatches the towel from your waist. <<He>> runs away with it, leaving you displayed in the middle of the street. <<lowerruined>><<set $loweroff to 0>> <<exposure>><<covered>><br><br> <<endevent>> <<destinationeventend>> <</if>> <<elseif $upperclothes is "towel">> <<if $daystate is "night">> <<generate1>><<generate2>><<generate3>>Three figures surround you. "That's an odd thing to walk around in during the night," says a <<person1>><<person>> as <<he>> strokes your towel. "I think I know exactly what you want."<br><br> <<click [[Next|Street Trio Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<generatey1>><<person1>>A <<person>> creeps up behind you and snatches the towel from your chest. <<He>> runs away with it, leaving you displayed in the middle of the street. <<upperruined>><<set $upperoff to 0>> <<exposure>><<covered>><br><br> <<endevent>> <<destinationeventend>> <</if>> <<else>> <<street1>> <</if>> <</nobr>><</widget>> <<widget "whitneyposter">><<nobr>> <<if $whitneystate is "dungeon" and $whitneyposter isnot 1>><<set $whitneyposter to 1>> <<generatey1>><<person1>>You see one of Whitney's friends putting up a missing poster. There's a picture of Whitney on it. <<He>> avoids eye contact with you.<br><br> <<endevent>> <<destinationeventend>> <<else>> <<street1>> <</if>> <</nobr>><</widget>> :: Passout street [nobr] You've pushed yourself too much.<br><br> <<passout>> <<set $safestreet to 0>> <<set $dangerstreet to 0>> <<set $danger to random(1, 10000)>> <<if $danger gte (9900 - $allure)>><<set $dangerstreet to random(1, 100)>><<endif>> <<if $danger lt (9900 - $allure)>><<set $safestreet to random(1, 100)>><<endif>> <<if $whitneystate is "active" and $whitneydom lte 1 and $whitneyromance isnot 1 and $dangerstreet gte 1>> <<click [[Wake up|Whitney Abduction]]>><</click>> <<elseif $dangerstreet gte 91>> <<click [[Wake up|Abduction]]>><<set $molestationstart to 1>> <<endclick>> <<elseif $dangerstreet gte 45>><<click [[Wake up|Street Wake]]>><</click>> <<elseif $dangerstreet gte 1>> <<click [[Wake up|Molestation alley]]>><<set $molestationstart to 1>> <<endclick>><<endif>> <<if $safestreet gte 51>> <<ambulance>> <<elseif $safestreet gte 1>> <<ambulance>> <<endif>> <<pass60>> <<set $trauma to $trauma +10>><<set $stress to $stress - 2000>> :: Widget Passout Street [widget] <<widget "passoutstreet">>[[Everything fades to black...->Passout street]]<<endwidget>> :: Widgets Nightingale [widget] <<widget "nightingale">><<nobr>> <<click [[Nightingale Street (0:05) (Hospital)|Nightingale Street]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "nightingalequick">><<nobr>> <<click [[Nightingale Street|Nightingale Street]]>><</click>> <</nobr>><</widget>> <<widget "nightingaleeventend">><<nobr>> <<click [[Next|Nightingale Street]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Widgets Domus [widget] <<widget "domus">><<nobr>> <<click [[Domus Street (0:05) (Home)|Domus Street]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "domusquick">><<nobr>> <<click [[Domus Street|Domus Street]]>><</click>> <</nobr>><</widget>> <<widget "domuseventend">><<nobr>> <<click [[Next|Domus Street]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Widgets Danube [widget] <<widget "danube">><<nobr>> <<click [[Danube Street (0:05) (Mansions)|Danube Street]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "danubequick">><<nobr>> <<click [[Danube Street|Danube Street]]>><</click>> <</nobr>><</widget>> <<widget "danubeeventend">><<nobr>> <<click [[Next|Danube Street]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Widgets Wolf [widget] <<widget "wolf">><<nobr>> <<click [[Wolf Street (0:05) (Temple)|Wolf Street]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "wolfquick">><<nobr>> <<click [[Wolf Street|Wolf Street]]>><</click>> <</nobr>><</widget>> <<widget "wolfeventend">><<nobr>> <<click [[Next|Wolf Street]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Widgets Elk [widget] <<widget "elk">><<nobr>> <<click [[Elk Street (0:05)|Elk Street]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "elkquick">><<nobr>> <<click [[Elk Street|Elk Street]]>><</click>> <</nobr>><</widget>> <<widget "elkeventend">><<nobr>> <<click [[Next|Elk Street]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> <<widget "compoundoptions">><<nobr>> <<if $compoundhonest + $compoundlie + $compoundmock + $compoundbeg + $compoundflirt gte 9>> <span class="teal"><<Hes>> agitated and having trouble sitting still.</span><br><br> <<elseif $compoundhonest + $compoundlie + $compoundmock + $compoundbeg + $compoundflirt gte 6>> <span class="blue"><<He>> frowns and fidgets with <<his>> pen.</span><br><br> <<elseif $compoundhonest + $compoundlie + $compoundmock + $compoundbeg + $compoundflirt gte 2>> <span class="purple"><<He>> fidgets with <<his>> pen, impatient.</span><br><br> <</if>> <<if $compoundhonest gte 5>> "Thank you for your cooperation," <<he>> says. "You're not a threat at all, are you?" <<He>> pulls a lever and a hatch opens beneath you. The board gives way and you tumble through, sliding down a tube and splashing into cold water.<<gtrauma60>><<gtrauma>><br><br> <<endevent>> <<click [[Next|Drain Water]]>><<set $bus to "industrialdrain">><</click>> <<elseif $pain gte 100>> You can't do this anymore, it hurts too much. You tell <<him>> everything <<he>> asks, anything to stop the pain.<br><br> "You're not a threat at all," <<he>> says, sounding disappointed. <<He>> pulls a lever and a hatch opens beneath you. The board gives way and you tumble through, sliding down a tube and splashing into cold water.<<gtrauma60>><<gtrauma>><br><br> <<endevent>> <<click [[Next|Drain Water]]>><<set $bus to "industrialdrain">><</click>> <<elseif $arousal gte 10000>> You feel like you're on the verge of cumming, but you don't. The sensation becomes unbearable. "Oh, I forgot to mention," <<he>> says. "This machine can bring you to the brink of orgasm. But it won't let you cum. Not until you tell me what I need to know."<br><br> You can't take it, you just can't. You tell <<him>> everything as you struggle against the bindings, anything to be able to find release. "You're not a threat at all," <<he>> says, flicking a switch.<br><br> <<orgasmpassage>> <<He>> pulls a lever and a hatch opens beneath you. The board gives way and you tumble through, sliding down a tube and splashing into cold water.<<gtrauma60>><<gtrauma>><br><br> <<endevent>> <<click [[Next|Drain Water]]>><<set $bus to "industrialdrain">><</click>> <<elseif $compoundhonest + $compoundlie + $compoundmock + $compoundbeg + $compoundflirt gte 10>> <<He>> stands up, <<his>> impatience getting the better of <<himstop>> "I knew this wouldn't work," <<he>> says. "Let's do this the old fashioned way."<br><br> <<He>> releases your bindings and pulls you off the board onto the concrete floor. <<He>> pulls a knife out of <<his>> coat and leers over you, but when <<he>> tries to move <<he>> meets resistance. "What," <<he>> looks at <<his>> other hand and finds it stuck in one of the bindings used to hold you. "How did... You little shit."<<ltrauma>><<lstress>><<set $stress -= 2000>><<ltrauma60>><br><br> <<if $skulduggery lte 400>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> You pick up the machine <<he>> used to torture you. It might be worth something. "Put that down," <<he>> says. "It's expensive."<<set $blackmoney += 200>> Well there you go.<br><br> You can't find a way to open the door and the <<person>> isn't forthcoming with information, but you find a metal hatch in the corner. You open and it and climb down into darkness.<br><br> <<endevent>> <<set $torturesurvivor to 1>> <<click [[Next|Industrial Drain]]>><<set $eventskip to 1>><</click>><br> <<else>> <<if $compoundhonest lte 4>> <<click [[Be honest|Elk Compound Honest]]>><<set $compoundhonest += 1>><<set $arousal += 3000>><<set $pain -= 10>><<gstress60>><</click>><<garousal>><<gstress>><<lpain>><br> <</if>> <<if $compoundlie lte 4>> <<click [[Lie|Elk Compound Lie]]>><<set $compoundlie += 1>><<set $arousal -= 1000>><<set $pain += 30>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><<larousal>><<gpain>><br> <<else>> You're under such strain you cannot think up another lie.<br> <</if>> <<if $submissive lte 500 and $compoundmock lte 4>> <<click [[Mock|Elk Compound Mock]]>><<set $compoundmock += 1>><<set $arousal -= 2000>><<set $pain += 30>><<gstress60>><</click>><<gstress>><<larousal>><<gpain>><br> <</if>> <<if $submissive gte 1500 and $compoundbeg lte 4>> <<click [[Beg|Elk Compound Beg]]>><<set $compoundbeg += 1>><<set $arousal += 3000>><<set $pain -= 20>><<gstress60>><</click>><<gstress>><<garousal>><<lpain>><br> <</if>> <<if $compoundflirt is 0>> <<click [[Flirt|Elk Compound Flirt]]>><<set $compoundflirt += 1>><<set $pain -= 10>><</click>><<promiscuous1>><<lpain>><br> <<elseif $compoundflirt is 1 and $promiscuity gte 15>> <<click [[Flirt|Elk Compound Flirt]]>><<set $compoundflirt += 1>><<set $pain -= 10>><</click>><<promiscuous2>><<lpain>><br> <<elseif $compoundflirt is 2 and $promiscuity gte 35>> <<click [[Flirt|Elk Compound Flirt]]>><<set $compoundflirt += 1>><<set $pain -= 10>><</click>><<promiscuous2>><<lpain>><br> <<elseif $compoundflirt is 3 and $promiscuity gte 55>> <<click [[Flirt|Elk Compound Flirt]]>><<set $compoundflirt += 1>><<set $pain -= 10>><</click>><<promiscuous2>><<lpain>><br> <<elseif $compoundflirt is 4 and $promiscuity gte 75>> <<click [[Flirt|Elk Compound Flirt]]>><<set $compoundflirt += 1>><<set $pain -= 10>><</click>><<promiscuous2>><<lpain>><br> <</if>> <</if>> <</nobr>><</widget>> <<widget "passoutcompound">><<nobr>> You've pushed yourself too much. You black out.<br><br> <<click [[Next|Elk Compound Experiment]]>><</click>><br> <</nobr>><</widget>> :: Widgets Harvest [widget] <<widget "harvest">><<nobr>> <<click [[Harvest Street (0:05) (Pub)|Harvest Street]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "harvestquick">><<nobr>> <<click [[Harvest Street|Harvest Street]]>><</click>> <</nobr>><</widget>> <<widget "harvesteventend">><<nobr>> <<click [[Next|Harvest Street]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Widgets Mer [widget] <<widget "mer">><<nobr>> <<click [[Mer Street (0:05) (Docks)|Mer Street]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "merquick">><<nobr>> <<click [[Mer Street|Mer Street]]>><</click>> <</nobr>><</widget>> <<widget "mereventend">><<nobr>> <<click [[Next|Mer Street]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Widgets Starfish [widget] <<widget "starfish">><<nobr>> <<click [[Starfish Street (0:05) (Beach)|Starfish Street]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "starfishquick">><<nobr>> <<click [[Starfish Street|Starfish Street]]>><</click>> <</nobr>><</widget>> <<widget "starfisheventend">><<nobr>> <<click [[Next|Starfish Street]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Widgets Cliff [widget] <<widget "cliff">><<nobr>> <<click [[Cliff Street (0:05) (Cafe)|Cliff Street]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "cliffquick">><<nobr>> <<click [[Cliff Street|Cliff Street]]>><</click>> <</nobr>><</widget>> <<widget "cliffeventend">><<nobr>> <<click [[Next|Cliff Street]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Widgets Barb [widget] <<widget "barb">><<nobr>> <<click [[Barb Street (0:05) (Studio)|Barb Street]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "barbquick">><<nobr>> <<click [[Barb Street|Barb Street]]>><</click>> <</nobr>><</widget>> <<widget "barbeventend">><<nobr>> <<click [[Next|Barb Street]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Widgets Connudatus [widget] <<widget "connudatus">><<nobr>> <<click [[Connudatus Street (0:05) (Clubs)|Connudatus Street]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "connudatusquick">><<nobr>> <<click [[Connudatus Street|Connudatus Street]]>><</click>> <</nobr>><</widget>> <<widget "connudatuseventend">><<nobr>> <<click [[Next|Connudatus Street]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> <<widget "connudatuswallet">><<nobr>> You find a quiet place and open the <<walletstop>> <<set $rng to random(1, 100)>> <<if $rng gte 91>> You don't find much, just some loose change worth £2.<br><br> <<click [[Take it|Connudatus Street]]>><<set $money += 200>><<crime2>><</click>><<crime>><br> <<click [[Leave it|Connudatus Street]]>><</click>><br> <<elseif $rng gte 81>> You don't find much, just some loose change worth £3.<br><br> <<click [[Take it|Connudatus Street]]>><<set $money += 300>><<crime3>><</click>><<crime>><br> <<click [[Leave it|Connudatus Street]]>><</click>><br> <<elseif $rng gte 71>> You find £8 hidden in a secret compartment.<br><br> <<click [[Take it|Connudatus Street]]>><<set $money += 800>><<crime8>><</click>><<crime>><br> <<click [[Leave it|Connudatus Street]]>><</click>><br> <<elseif $rng gte 61>> You find a black credit card.<br><br> <<click [[Take it|Connudatus Street]]>><<set $blackmoney += 8>><<crime8>><</click>><<crime>><br> <<click [[Leave it|Connudatus Street]]>><</click>><br> <<elseif $rng gte 51>> You find £15 tucked away.<br><br> <<click [[Take it|Connudatus Street]]>><<set $money += 1500>><<crime15>><</click>><<crime>><br> <<click [[Leave it|Connudatus Street]]>><</click>><br> <<elseif $rng gte 41>> You find a silver credit card.<br><br> <<click [[Take it|Connudatus Street]]>><<set $blackmoney += 15>><<crime15>><</click>><<crime>><br> <<click [[Leave it|Connudatus Street]]>><</click>><br> <<elseif $rng gte 31>> You find £25 tucked away.<br><br> <<click [[Take it|Connudatus Street]]>><<set $money += 2500>><<crime25>><</click>><<crime>><br> <<click [[Leave it|Connudatus Street]]>><</click>><br> <<elseif $rng gte 21>> You find a gold credit card.<br><br> <<click [[Take it|Connudatus Street]]>><<set $blackmoney += 25>><<crime25>><</click>><<crime>><br> <<click [[Leave it|Connudatus Street]]>><</click>><br> <<elseif $rng gte 11>> You find a platinum credit card.<br><br> <<click [[Take it|Connudatus Street]]>><<set $blackmoney += 50>><<crime50>><</click>><<crime>><br> <<click [[Leave it|Connudatus Street]]>><</click>><br> <<else>> You find £50 tucked away.<br><br> <<click [[Take it|Connudatus Street]]>><<set $money += 5000>><<crime50>><</click>><<crime>><br> <<click [[Leave it|Connudatus Street]]>><</click>><br> <</if>> <</nobr>><</widget>> :: Widgets High [widget] <<widget "high">><<nobr>> <<click [[High Street (0:05) (Shopping Centre)|High Street]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "highquick">><<nobr>> <<click [[High Street|High Street]]>><</click>> <</nobr>><</widget>> <<widget "higheventend">><<nobr>> <<click [[Next|High Street]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Widgets Oxford [widget] <<widget "oxford">><<nobr>> <<click [[Oxford Street (0:05) (School)|Oxford Street]]>><<pass5>><</click>> <</nobr>><</widget>> <<widget "oxfordquick">><<nobr>> <<click [[Oxford Street|Oxford Street]]>><</click>> <</nobr>><</widget>> <<widget "oxfordeventend">><<nobr>> <<click [[Next|Oxford Street]]>><<set $eventskip to 1>><</click>> <</nobr>><</widget>> :: Gang [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> <<ganginit>>You feel something probing your nethers. Hands reach out from all around.<br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> [[Next->Gang]] <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> [[Next->Gang]] <<elseif $enemyhealth lte 0>> [[Next->Gang]] <<else>> [[Next->Gang]] <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> [[Next->Gang]] <<elseif $enemyhealth lte 0>> [[Next->Gang]] <<else>> <<click [[Next|Gang]]>><</click>> <<endif>> :: StreetEx1 [nobr] <<set $outside to 1>><<effects>> <<if $phase is 0>> You take cover under a parked car. The footsteps grow louder and you soon see a pair of feet march past. Heart racing, you wait for the footsteps to fade before continuing.<<garousal>><br><br><<set $arousal to $arousal + 50>> <<endevent>> <<destinationeventend>> <</if>> <<if $phase is 1>> <<if $rng lte 80>><<set $arousal to $arousal + 50>> You keep to the side of the road opposite the footsteps and soon see a <<person>> step into the glow of a street light. Fortunately they seem in a hurry and don't notice your skulking. Your heart continues to beat rapidly.<<garousal>><br><br> <<endevent>> <<destinationeventend>> <<else>><<set $arousal to $arousal + 50>> You keep to the side of the road opposite the footsteps and soon see a <<person>> step into the glow of a street light.<br><br> Unfortunately the darkness isn't as concealing as you hoped. <<He>> spots you in your embarrassing state of dress. Ashamed, you break into a run, followed by <<his>> whistling.<<trauma 2>><<garousal>><<gtrauma>><br><br> <<endevent>> <<destinationeventend>> <</if>> <</if>> :: StreetEx2 [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationresidential">> <<strangeman2init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->StreetEx2 Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->StreetEx2 Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->StreetEx2 Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->StreetEx2]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->StreetEx2 Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->StreetEx2 Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->StreetEx2]]>><</click>></span><<nexttext>> <<endif>> :: StreetEx2 Alarm Double-click this passage to edit it. :: StreetEx2 Ejaculation [nobr] <<effects>> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> bashes your head against the pavement, then leaves you.<<violence3>><br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> saunters off.<br><br> <<else>> <<He>> kisses you on the cheek, then saunters off.<br><br> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> :: StreetEx2 Escape [nobr] <<effects>> <<He>> recoils in pain, giving you the chance you need to escape. <<tearful>> you keep running until your legs give out and you collapse against a wall.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> :: StreetEx3 [nobr] <<set $outside to 1>> <<if $phase is 0>><<effects>> You run with all the speed you can muster. <<physique>> <<if $bestialitydisable is "t">> You manage to escape, but not unscathed.<<set $trauma to $trauma + 40>><<set $pain to $pain + 40>><<set $stress to $stress + 400>><<set $lowerintegrity to $lowerintegrity - 20>><<set $upperintegrity to $upperintegrity - 20>><<set $underintegrity to $underintegrity - 20>><<leftarmbruise>><<fullbruise>> <<destinationeventend>> <<else>> <<if $physique gte $rng * 100 + 2000>> You slowly gain distance on the dog and it eventually gives up the chase. You run a bit further, then stop to catch your breath.<br><br> <<destinationeventend>> <<else>> The beast is faster than you however. It quickly catches up to you and, grabbing your arm in its teeth, drags you to the ground.<br><br><<set $pain to $pain + 30>><<set $phase2 to 1>> <<click [[Next|StreetEx3]]>><<set $phase to 1>><<set $molestationstart to 1>><</click>><br><br> <</if>> <</if>> <<elseif $phase is 1>> <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpark">> <<dog1init>><<set $beasttype to "dog">> <<if $phase2 is 1>> <<set $enemyanger to $enemyanger + 120>> <<endif>> <</if>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->StreetEx3 Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->StreetEx3 Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->StreetEx3 Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->StreetEx3]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->StreetEx3 Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->StreetEx3 Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->StreetEx3]]>><</click>></span><<nexttext>> <<endif>> <</if>> :: StreetEx3 Alarm Double-click this passage to edit it. :: StreetEx3 Ejaculation [nobr] <<beastejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> bites you on the thigh, then leaves you lying on the pavement.<<violence3>><br><br> <<elseif $enemyanger gte 1>> <<He>> barks then leaves you lying on the pavement.<br><br> <<else>> <<He>> licks your <<genitals>> then darts away.<<neutral5>><br><br> <</if>> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> :: StreetEx3 Escape [nobr] <<effects>> Deciding that <<he>> might have bitten off more than <<he>> can chew, <<he>> flees back into the darkness. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> :: Abduction [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<generate1>><<generate2>><<man1init>><<set $leftarm to "bound">><<set $rightarm to "bound">>You wake up on a moth-eaten mattress in a small room you've never seen before. Your arms are bound behind your back. You aren't alone.<br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->Abduction Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Abduction Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Abduction Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next">[[Next->Abduction]]</span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Abduction Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Abduction Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Abduction]]>><</click>></span><<nexttext>> <<endif>> :: Abduction Alarm Double-click this passage to edit it. :: Abduction Ejaculation [nobr] <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<person1>>The <<person>> violently grabs your arms, drags you to the window and hurls you out. You fall a story before slamming against the ground.<<violence30>><br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<tearful>> you struggle to your feet. <<clotheson>> <br><br> <<elseif $enemyanger gte 1>> <<person1>>They carry you out the room and down a flight of stairs before unceremoniously dumping you outside.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<tearful>> you struggle to your feet. <<clotheson>> <br><br> <<else>> <<unbind>> <<if $brothelknown isnot 1>> <<person1>>The <<person>> unties your bonds while the <<person2>><<person>> speaks, "There's a place for sluts like you." <<He>> seizes your arm and begins to write on it. <<He>> finishes quickly, it's the address of a building on Harvest Street.<<set $brothelknown to 1>> <span class="gold">You can now access the suspicious building on Harvest Street.</span><br><br> <<else>> <</if>> <<clotheson>> They escort you from the premises. <<tearful>> you try to work out your whereabouts. You think you're somewhere in the industrial distict.<br><br> <</if>> <<endcombat>> <<set $stress -= 1000>><<set $eventskip to 1>> <<industrialquick>> :: Abduction Escape [nobr] <<effects>> They recoil in pain. <<tearful>> you seize the opportunity and escape the room. You flee along a corridor, then down a flight of stairs before bursting through an exit door. <br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<set $stress -= 1000>><<set $eventskip to 1>> <<industrialquick>> :: Catcall Ignore [nobr] <<effects>> You hasten your pace to escape the remarks.<<gtrauma>><<gstress>><br><br><<trauma 3>><<gstress30>> <<endevent>> <<destinationeventend>> :: Catcall Skirt [nobr] <<effects>> Feeling daring, you twirl on the spot. Your skirt flares up, giving the <<person>> an eyeful of your <<if $underclothes is "naked">> <<genitalsstop>><<lstress30>><<garousal30>> <<exhibitionism5>> <<elseif $undertype is "chastity">> $underclothes.<<lstress30>><<garousal30>> <<exhibitionism5>> <<else>> $underclothes.<<lstress30>><<garousal30>> <<exhibitionism2>> <</if>> <br><br> <<endevent>> <<destinationeventend>> :: Catcall Shorts [nobr] <<effects>> Feeling daring, you bend over and pull down your $lowerclothes. The <<person>> gets an eyeful of your <<if $underclothes is "naked">> <<bottomstop>><<lstress30>><<garousal30>> <<exhibitionism3>> <<elseif $undertype is "chastity">> $underclothes.<<lstress30>><<garousal30>> <<exhibitionism3>> <<else>> $underclothes.<<lstress30>><<garousal30>> <<exhibitionism2>> <</if>> <br><br> <<endevent>> <<destinationeventend>> :: Street Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $daystate isnot "night">> <<set $rescue to 1>> <i><<Hes>> bold to attack you in public during daylight hours. If you were to scream, surely someone would help you?</i><br><br> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->Street Molestation Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Street Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Street Molestation Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Street Molestation]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Street Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Street Molestation Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Street Molestation]]>><</click>></span><<nexttext>> <<endif>> :: Street Molestation Alarm [nobr] <<effects>><<set $rescued to $rescued + 1>> <<He>> notices several heads turning in response to your cry, and relents in <<his>> assault before hurriedly making <<his>> escape. <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> :: Street Molestation Ejaculation [nobr] <<effects>> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> throws you against the pavement.<<violence3>><br><br> <<elseif $enemyanger gte 1>> Without a word, <<he>> leaves.<br><br> <<else>> Smiling, <<he>> kisses you on the cheek. "This is for you." <<He>> gets up and leaves you lying on the ground.<<set $money to $money + 500>><br> You've gained £5.<br><br> <</if>> <<understeal>> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> :: Street Molestation Escape [nobr] <<effects>> <<if $daystate isnot "night">> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the crowds. <br><br> <<else>> <<He>> recoils in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <</if>> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> :: Street Pair [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<if $daystate isnot "night">> <<set $rescue to 1>> <i>Attacking you during daylight hours is brazen of them. If only you could scream, someone would help.</i><br><br> <</if>> <<man2init>> <<set $leftarm to "grappled">><<set $rightarm to "grappled">><<set $mouthuse to "lefthand">><<set $lefthand to "mouth">><<set $righthand to "arms">> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next|Street Pair Alarm]]>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Street Pair Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Street Pair Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Street Pair]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Street Pair Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Street Pair Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Street Pair]]>><</click>></span><<nexttext>> <<endif>> :: Street Pair Ejaculation [nobr] <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> throws you against the pavement.<<violence3>><br><br> <<elseif $enemyanger gte 1>> Without a word, they leave.<br><br> <<else>> Smiling, <<he>> kisses you on the cheek. "That's a good <<girlstop>>" They get up and leave you lying on the ground. <br><br> <</if>> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> :: Street Pair Escape [nobr] <<effects>> <<if $daystate isnot "night">> They recoil in pain, giving you the chance you need. <<tearful>> you escape into the crowds. <br><br> <<else>> They recoil in pain, giving you the chance you need. <<tearful>> you escape into the darkness. <br><br> <</if>> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> :: Street Pair Alarm [nobr] <<effects>><<set $rescued to $rescued + 1>> Your cries attract the attention of the people passing by the alley's entrance. The pair cease their attack on you and walk in the opposite direction.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> :: Street Dogs [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast3init>><<set $beasttype to "dog">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Street Dogs Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Street Dogs Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Street Dogs]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Street Dogs Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Street Dogs Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Street Dogs]]>><</click>></span><<nexttext>> <<endif>> :: Street Dogs Ejaculation [nobr] <<effects>> <<beastejaculation>> <<if $beastno gte 3>> Satisfied, the beast leaves you be. Another takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Street Dogs]] <<elseif $beastno is 2>> Satisfied, the beast leaves you be. The other takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Street Dogs]] <<elseif $beastno is 1>> Satisfied, the beast leaves you be.<<set $beastno to $beastno - 1>><br><br> [[Next|Street Dogs End]] <</if>> :: Street Dogs Escape [nobr] <<effects>> <<beastwound>> <<if $beastno gte 3>> The beast recoils in pain and fear, but another takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Street Dogs]] <<elseif $beastno is 2>> The beast recoils in pain and fear, but the other takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Street Dogs]] <<elseif $beastno is 1>> The beast recoils in pain and fear.<<set $beastno to $beastno - 1>><br><br> [[Next|Street Dogs End]] <</if>> :: Street Dogs End [nobr] <<effects>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The dog whimpers and flees into the darkness. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The dog leaves you lying on the pavement. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the dogs flee into the darkness. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The dogs leave you spent and shivering on the pavement. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The dogs leave you spent and shivering on the pavement. One is slowed by a limp. <</if>><br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> :: Widgets Events Street [widget] <<widget "eventsstreet">><<nobr>> <<set $dangerevent to random(1, 100)>> <<if $daystate is "night">> <<if $exposed gte 1>> <<if $bus is "residential">> <<if $dangerevent lte 50>> <<residentialex1>> <<elseif $dangerevent lte 100>> <<residentialex2>> <</if>> <<elseif $bus is "commercial">> <<if $dangerevent lte 50>> <<commercialex1>> <<elseif $dangerevent lte 100>> <<commercialex2>> <</if>> <<elseif $bus is "industrial">> <<if $dangerevent lte 50>> <<industrialex1>> <<elseif $dangerevent lte 100>> <<industrialex2>> <</if>> <<elseif $bus is "park">> <<if $dangerevent lte 50>> <<parkex1>> <<elseif $dangerevent lte 100>> <<parkex2>> <</if>> <<else>> <<if $dangerevent lte 50>> <<streetex1>> <<elseif $dangerevent lte 75>> <<streetex2>> <<elseif $dangerevent lte 100>> <<streetex3>> <</if>> <</if>> <<else>> <<if $dangerevent lte 10>> <<streetattire>> <<elseif $dangerevent lte 20>> <<street1>> <<elseif $dangerevent lte 30>> <<street8>> <<elseif $dangerevent lte 40>> <<street7>> <<elseif $dangerevent lte 50>> <<street6>> <<elseif $dangerevent lte 60>> <<street5>> <<elseif $dangerevent lte 70>> <<street4>> <<elseif $dangerevent lte 90>> <<street2>> <<elseif $dangerevent lte 99>> <<street3>> <<elseif $dangerevent lte 100>> <<streetnight1>> <</if>> <</if>> <<else>> <<if $exposed gte 1>> <<if $bus is "residential">> <<if $dangerevent lte 50>> <<residentialex1>> <<elseif $dangerevent lte 100>> <<residentialex2>> <</if>> <<elseif $bus is "commercial">> <<if $dangerevent lte 50>> <<commercialex1>> <<elseif $dangerevent lte 100>> <<commercialex2>> <</if>> <<elseif $bus is "industrial">> <<if $dangerevent lte 50>> <<industrialex1>> <<elseif $dangerevent lte 100>> <<industrialex2>> <</if>> <<elseif $bus is "park">> <<if $dangerevent lte 50>> <<parkex1>> <<elseif $dangerevent lte 100>> <<parkex2>> <</if>> <<else>> <<if $dangerevent lte 100>> <<streetexday1>> <</if>> <</if>> <<else>> <<if $dangerevent lte 10>> <<streetfame>> <<elseif $dangerevent lte 20>> <<streetattire>> <<elseif $dangerevent lte 21>> <<streeteden>> <<elseif $dangerevent lte 22>> <<whitneyposter>> <<elseif $dangerevent lte 40>> <<street1>> <<elseif $dangerevent lte 50>> <<street8>> <<elseif $dangerevent lte 60>> <<street7>> <<elseif $dangerevent lte 70>> <<street6>> <<elseif $dangerevent lte 80>> <<street5>> <<elseif $dangerevent lte 90>> <<street4>> <<elseif $dangerevent lte 99>> <<street2>> <<elseif $dangerevent lte 100>> <<street3>> <</if>> <</if>> <</if>> <</nobr>><</widget>> :: Street Panties [nobr] <<effects>> <<if $phase is 1>> You agree to the transaction, and find a secluded spot in a nearby alley to conduct the exchange. <<if $skirt is 1>> The <<person>> stares at you, eyes wide, as you lift the sides of your skirt and slip your $underclothes down to your knees. You lift one leg out, then the other, and just like that you are naked beneath your skirt.<br><br> <<else>> You ask the <<person>> to turn around while you take them off. When <<his>> back is turned, you remove your $lowerclothes and slip your $underclothes off your legs. Feeling exposed, you quickly put your $lowerclothes back on.<br><br> <</if>> You hand <<him>> the garment, which <<he>> takes with trembling hands. "It's still warm," <<he>> says, holding it against <<his>> face. <<He>> hands you the money and departs. <<exhibitionism3>><br><br> <<underruined>> <<set $money += 3000>><<fameexhibitionism1>> <<endevent>> <<destinationeventend>> <<elseif $phase is 2>> You give the <<person>> a coy smile. "But I'd need to be wearing some first." You walk away, leaving <<him>> speechless. <<exhibitionism2>><br><br> <<endevent>> <<destinationeventend>> <<elseif $phase is 3>> You hasten your pace to escape the pervert.<br><br><<gstress30>> <<endevent>> <<destinationeventend>> <</if>> :: Street Car [nobr] <<effects>> <<if $phase is 1>> You climb into the back of the car, and the <<person>> drives into a secluded alley. <<He>> joins you on the back seat.<<promiscuity2>><br><br> <<click [[Next|Street Car Sex]]>><<set $sexstart to 1>><</click>><br> <<elseif $phase is 2>> <<if $rng gte 81 and $upperset isnot $lowerset and $upperexposed lte 1>> You hasten your pace to escape the pervert. However, <<he>> keeps pace with you, and waves <<his>> wad of cash again. "Okay. How about you just give me a little show? Take your shirt off."<br><br><<gstress30>> <<if $playergenderappearance is "m" and $breastsize lte 2>> <<click [[Take off your top|Street Car Strip]]>><<set $phase to 1>><</click>><<exhibitionist1>><br> <<else>> <<if $exhibitionism gte 55>> <<click [[Take off your top|Street Car Strip]]>><<set $phase to 2>><</click>><<exhibitionist4>><br> <</if>> <</if>> <<click [[Refuse again|Street Car]]>><<set $phase to 3>><</click>><<gstress>><br> <<else>> You hasten your pace to escape the pervert.<br><br><<gstress30>> <<endevent>> <<destinationeventend>> <</if>> <<elseif $phase is 3>> You hasten your pace to escape the pervert. This time <<he>> doesn't follow you.<br><br><<gstress30>> <<endevent>> <<destinationeventend>> <</if>> :: Street Car Strip [nobr] <<effects>> <<if $phase is 1>> After taking a look around to see if anyone else is watching, you <<nervously>> remove your $upperclothes, exposing your <<breastsstop>> A chill breeze makes your nipples stand on end.<<exhibitionism1>><br><br> <<He>> whistles at you. "Good slut. Here." <<He>> drops some notes out the window, then speeds away as you crouch to pick them up. You've earned £20.<<set $money += 2000>><br><br> <<endevent>> <<destinationeventend>> <<elseif $phase is 2>> After taking a look around to see if anyone else is watching, you <<nervously>> remove your $upperclothes. Your <<breasts>> flop out as you raise your shirt above your chest and a chill breeze makes your nipples stand on end.<<exhibitionism4>><br><br> <<He>> whistles at you. "Good slut. Here." <<He>> drops some notes out the window, then speeds away as you crouch to pick them up. You've earned £30.<<set $money += 3000>><br><br> <<endevent>> <<destinationeventend>> <</if>> :: Street Car Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 40>> <<set $tipmod to 2>><<tipset>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal lt $enemyarousalmax and $enemyhealth gt 0>> <span id="next"><<click [[Next|Street Car Sex]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Street Car Sex Finish]]>><</click>></span><<nexttext>> <</if>> :: Street Car Sex Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $consensual is 1>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution1>> "Here's your pay, whore." <<He>> drops some cash on you as <<he>> climbs back over to the driver's seat. <<tearful>> you leave the car, and hear <<him>> drive away.<br><br> <<tipreceive>> <<else>> "Fine. I hope you don't expect anything." <<He>> shoves you out the car and drives away. <<tearful>> you struggle to your feet.<br><br> <</if>> <<else>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<fameprostitution1>><<set $prostitutionstat += 1>> "Here's your pay, whore." <<He>> drops some cash on you as <<he>> climbs back over to the driver's seat. <<tearful>> you leave the car, and hear <<him>> drive away.<br><br> <<tipreceive>> <<else>> You manage to knock the <<person>> backwards, giving you time to escape. <<tearful>> you escape the car and flee down the alley.<br><br> <</if>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> :: Street Flirt [nobr] <<effects>> <<if $phase is 1>> You wait until <<he>> looks at you again, then slowly trace your tongue across your upper lip. <<He>> looks at <<his>> feet and blushes.<<promiscuity1>><br><br> <<endevent>> <<destinationeventend>> <<elseif $phase is 2>> You look away from the <<personcomma>> and continue on your journey.<br><br> <<endevent>> <<destinationeventend>> <</if>> :: Street Collar Dog [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">><<set $beasttype to "dog">> <<beast1init>> You drop to your knees, which the dog takes as an invitation.<br><br> <<set $phase to 1>> <<endif>> <<effects>> <<if $orgasmdown gte 1 and $phase is 1>><<set $phase to 0>> "I knew it," the <<person1>><<person>> says, "You're a bitch, through and through." You feel utterly humiliated.<<combattrauma 3>><<famebestiality10>><<famebestiality10>> <<else>> The <<person1>><<person>> and <<person2>><<person>> stand beside you, looking down at the spectacle. <</if>> <br><br> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Street Collar Dog Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Street Collar Dog Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Street Collar Dog]]>><</click>></span><<nexttext>> <</if>> :: Street Collar Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $outside to 0>> <<if $phase is 1>> They seem taken aback and angered by your refusal. "You need to learn your place," says the <<person>> as <<he>> clenches <<his>> fist.<br><br> <<set $enemyanger += 100>> <<elseif $phase is 2>> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Street Collar Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Street Collar Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $phase is 1 and $pain gte 100>> <span id="next"><<click [[Next|Street Collar Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Street Collar Molestation]]>><</click>></span><<nexttext>> <</if>> :: Street Collar Dog Finish [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>><<famebestiality2>> <<beastejaculation>> <<person1>>"I hope your owner won't mind us breeding you like that," says the <<personstop>> They leave you lying on the pavement. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $enemyhealth lte 0>> <<person1>>The beast cowers and rolls over in submission. <<tearful>> you escape into the darkness before anyone can react.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <</if>> :: Street Collar Molestation Finish [nobr] <<if $enemyhealth lte 0>> The pair recoil in pain, giving you the chance you need. <<tearful>> you escape into the darkness.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Dress like a slut, get treated like one," says the <<personstop>> They leave you lying on the pavement. <<tearful>> you struggle to your feet.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $phase is 1 and $pain gte 100>> You're too hurt to resist as they push you to the ground. The dog takes it as an invitation and mounts you. "That should do it," says the <<person1>><<personstop>> They walk some distance away to sit on a bench, where they sit to observe you. <<endcombat>><br><br> <<click [[Next|Street Collar Dog 2]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Street Trio Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $outside to 0>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Street Trio Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Street Trio Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Street Trio Molestation]]>><</click>></span><<nexttext>> <</if>> :: Street Trio Molestation Finish [nobr] <<if $enemyhealth lte 0>> Shocked by your aggression they back off for a moment, giving you the chance you need. <<tearful>> you escape into the darkness.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Dress like a slut, get treated like one," says the <<personstop>> They leave you lying on the pavement. <<tearful>> you struggle to your feet.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <</if>> :: Street Collar Dog 2 [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">><<set $beasttype to "dog">> <<beast1init>> <<set $beaststance to "top">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Street Collar Dog 2 Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Street Collar Dog 2 Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Street Collar Dog 2]]>><</click>></span><<nexttext>> <</if>> :: Street Collar Dog 2 Finish [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>><<famebestiality2>> <<beastejaculation>> <<tearful>> you rise to your feet and run.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $enemyhealth lte 0>> <<person1>>The beast cowers and rolls over in submission. <<tearful>> you escape into the darkness before anyone can react.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <</if>> :: Street Wake [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You wake up by the side of the road, leaning against a wall. A <<generate1>><<person1>><<person>> stands above you, holding a camera.<br><br> <<if $exposed gte 2>> You don't remember your predicament until you look down, and feel your face flush. <<covered>> "Oh I wouldn't worry about that," <<he>> says. "I've taken so many pictures already. Can't wait to show the <<if $pronoun is "m">>guys<<else>>girls<</if>>. Anyway, I've places to be."<<gtrauma>><<gtrauma60>><br><br> <<fameexhibitionism20>> <<elseif $exposed gte 1>> You don't remember your predicament until you look down, and feel your face flush. <<covered>> "Oh I wouldn't worry about that," <<he>> says. "I've taken so many pictures already. Can't wait to show the <<if $pronoun is "m">>guys<<else>>girls<</if>>. Anyway, I've places to be."<<gtrauma>><<gtrauma60>><br><br> <<fameexhibitionism10>> <<else>> "You alright? I almost called an ambulance, but I thought it might look bad," <<he>> says, giving a sheepish smile.<br><br> <<if $submissive gte 1150>> "I-I'm fine," you say, looking at the pavement.<br><br> <<elseif $submissive lte 850>> "I'm fine. Stop gawking," you say.<br><br> <<else>> "I'm fine," you say, not sure if you're right.<br><br> <</if>> "Splendid. If you don't mind, I'll be on my way."<br><br> <</if>> <<He>> leaves you to dust yourself off.<br><br> <<endevent>> <<destinationeventend>> :: Street Follow [nobr] <<set $outside to 1>><<effects>> You follow the dog down the alley. It rounds a corner. <<if $rng gte 99 and $bestialitydisable is "f">> You find it stood in the middle of the alley, looking at you. You hear a growl to your right and left. You're surrounded.<br><br> <<click [[Next|Street Follow Rape]]>><<set $molestationstart to 1>><</click>><br> <<elseif $rng gte 90>> You find it stood beside a brown rug. The rug coughs and rolls over. <<generate1>><<person1>>It's a <<personcomma>> and <<he>> looks sick. The dog looks at you and whimpers.<br><br> You run from the alley. A <<generate2>><<person2>><<person>> stands nearby, reading something on <<his>> phone. You tug on <<his>> jacket. <<He>> turns. "What?" <<he>> asks, irritated.<br><br> You explain the situation and ask to borrow <<his>> phone. <<He>> eyes you with suspicion. "Alright. But you're gonna have to give me something of yours to hold so you won't run off." <<He>> steps back and beholds you. "Your <<bottoms>> will do."<br><br> You feel angry that <<he>> would ask such a thing. You don't know if the <<person1>><<person>> can afford a delay. <<person2>><<He>> waggles the phone in front of you.<br><br> <<click [[Strip (0:10)|Street Follow Strip]]>><<gtrauma60>><<gstress60>><<lowernaked>><</click>><<gtrauma>><<gstress>><br> <<click [[Snatch the phone (0:10)|Street Follow Snatch]]>><<crime30>><<ltrauma60>><</click>><<crime>><<ltrauma>><br> <<else>> You find it stood beside a ruined piece of leather. It's a wallet. <<set $rng to random(1, 100)>> <<if $rng gte 51>> There's no money or identification inside, just some faded receipts. <<elseif $rng gte 11>> There's a £5 note inside.<<set $money += 500>> <<else>> There's £100 inside!<<set $money += 10000>> You look further but there's no identification. <</if>> The dog barks happily.<br><br> <<if $deviancy gte 15 and $bestialitydisable is "f">> <<click [[Reward it|Street Follow Sex]]>><<set $sexstart to 1>><</click>><<deviant2>><br> <</if>> <<click [[Pet it|Street Follow Pet]]>><<ltrauma60>><<lstress60>><</click>><<ltrauma>><<lstress>><br> <</if>> :: Street Follow Ignore [nobr] <<set $outside to 1>><<effects>> You turn away and continue your journey. You don't want to risk following dogs into strange alleys today.<br><br> <<destinationeventend>> :: Street Follow Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "dog">> You drop to the ground and adopt a mating posture. Its tail wags with greater vigour.<<deviancy2>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Street Follow Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Street Follow Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Street Follow Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Street Follow Sex]]>><</click>></span><<nexttext>> <</if>> :: Street Follow Pet [nobr] <<set $outside to 1>><<effects>> You pet the dog. It gives you one last happy bark then bounds away. You walk back to the street.<br><br> <<destinationeventend>> :: Street Follow Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast3init>><<set $beasttype to "dog">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Street Follow Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Street Follow Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Street Follow Rape]]>><</click>></span><<nexttext>> <</if>> :: Street Follow Strip [nobr] <<set $outside to 1>><<effects>> The <<person2>><<person>> follows you into the alley where you <<nervously>> remove your clothing. <<if $undertype is "naked">> <<His>> eyes widen when <<he>> sees your lack of underwear. <<elseif $undertype is "chastity">> <<His>> eyes widen when <<he>> sees your chastity belt. <</if>> <<covered>> You make the exchange.<br><br> You phone an ambulance as the <<person>> leers at your body. You pass the phone back and hold your hand out for your clothes. <<He>> hesitates, but the dog barks behind <<him>> and <<he>> reconsiders betraying you.<br><br> <<He>> leaves you in the alley with the dog and the <<person1>><<personcomma>> where you wait for the ambulance to arrive. You don't have to wait long. Two paramedics rush between the buildings and put <<him>> on a stretcher. They carry <<him>> to the waiting ambulance, and the dog follows. It gives you one last grateful bark then leaps into the vehicle as the doors shut.<<ltrauma>><<ltrauma60>><br><br><<famegood10>> <<endevent>> <<clotheson>> <<destinationeventend>> :: Street Follow Snatch [nobr] <<set $outside to 1>><<effects>> The seize the phone from the <<person2>><<person>> and dash into the alley. "Thief! Someone!" You hear <<him>> chase after you as you dial emergency services. The dog appears in front of you and runs past. Then you hear the <<person>> cry out behind you. You glance back and see the dog holding the <<persons>> ankle in its mouth.<br><br> You call an ambulance as <<he>> struggles. You finish as <<he>> kicks the dog away and turns back to you, face red with anger. You throw <<him>> the phone, catching <<him>> off guard. <<He>> almost drops it. <<He>> starts marching towards you, but the dog growls at <<himstop>> <<He>> considers a moment, then spits in your direction and leaves.<br><br> You wait with the dog and the <<person1>><<person>> for the ambulance to arrive. You don't have to wait long. Two paramedics rush between the buildings and put <<him>> on a stretcher. They carry <<him>> to the waiting ambulance, and the dog follows. It gives you one last grateful bark then leaps into the vehicle as the doors shut.<br><br><<famegood10>> <<endevent>> <<clotheson>> <<destinationeventend>> :: Street Follow Sex Finish [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The dog barks in satisfaction, and bounds away.<br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<elseif $enemyhealth lte 0>> The dog whimpers and runs away.<br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <<else>> The dog backs away from you, its ears down. It gives a quiet bark then bounds away.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <</if>> :: Street Follow Rape Finish [nobr] <<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $beastno gte 3>> The $beasttype recoils in pain and fear, but another is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Street Follow Rape]] <<elseif $beastno is 2>> The $beasttype recoils in pain and fear, but the last is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Street Follow Rape]] <<elseif $beastno is 1>> The $beasttype recoils in pain and fear.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Street Follow Rape Finish]]>><<set $finish to 1>><</click>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $beastno gte 3>> Satisfied, the $beasttype moves and another takes its turn.<<set $beastno to $beastno - 1>><br><br> [[Next|Street Follow Rape]] <<elseif $beastno is 2>> Satisfied, the $beasttype moves and the last takes its turn.<<set $beastno to $beastno - 1>><br><br> [[Next|Street Follow Rape]] <<elseif $beastno is 1>> Satisfied, the $beasttype moves away from you.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Street Follow Rape Finish]]>><<set $finish to 1>><</click>> <</if>> <<else>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The $beasttype whimpers and flees deeper into the alleyways. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The $beasttype leaves you lying on the concrete. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the dogs flee deeper into the alleyways. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The dogs leave you spent and shivering on the concrete. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The dogs leave you spent and shivering on the concrete. <</if>><br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<destinationeventend>> <</if>>
fire2244/degrees
game/loc-street.twee
twee
unknown
106,622
:: Strip Club [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You are in the strip club on Connudatus Street. <<if $daystate isnot "day" and $daystate isnot "dawn">>A few stages dot the room, with dancers working their trade. Two bouncers stand near the entrance, solemnly observing the clientele. Security is taken seriously here.<</if>><br><br> <<if $stress gte 10000>><<passoutshop>> <<else>> <<if $hour is 6>> It's closing time. Security is herding everyone outside.<<if $exposed gte 1>>One hands you some towels.<<towelup>><</if>><br><br> [[Leave|Connudatus Street]] <<elseif $daystate isnot "night" and $daystate isnot "dusk">> You are alone in the empty club.<br><br> <<click [[Dressing room (0:01)|Strip Club Dressing Room]]>><<pass1>><</click>><br> <<if $stripclubtheft isnot 1>> <<click [[Examine the cash register|Strip Club Register]]>><</click>><br> <</if>> [[Leave|Connudatus Street]]<br> <<else>> <<if $exposed gte 1>> You feel exposed, despite not being the only one attired so lewdly.<br><br> <</if>> <<if $stripclubintro isnot 1>> <<generate1>><<person1>>One of the bouncers approaches you. <<if $devstate is 0 and $dev is 1>>"This is no place for children. Out you go." You are steered firmly towards the door.<br><br><<endevent>><<if $stripclubfailed isnot 0>><<set $stripclubfailed to 1>><</if>> <<elseif $id is 0>> "I'm going to have to ask you for an ID." You tell <<him>> you don't have an ID. "Then get one. Until then, no entry." You are steered firmly toward the door.<br><br><<endevent>><<if $stripclubfailed isnot 0>><<set $stripclubfailed to 1>><</if>> <<else>> "I'm going to have to ask you for an ID." You hand <<him>> your fake ID. <<He>> examines it for a moment, then hands it back to you. "Welcome. Please enjoy yourself, but remember to keep your hands to yourself on the main floor. No second chances." <<He>> looks you up and down. "We're also hiring. Positions are open for bartenders and dancers."<<set $stripclubintro to 1>><br><br><<endevent>> <</if>> <</if>> <<if $daystate isnot "dawn" and $daystate isnot "day" and $stripclubintro is 1>> <<if $stripclubbartendingintro isnot 1>> <<click [[Inquire about the bartending job|Strip Club Management]]>><</click>><br> <</if>> <<if $stripclubdancingintro isnot 1>> <<click [[Inquire about the dancing job|Strip Club Management]]>><<set $phase to 1>><</click>><br> <</if>> <</if>> <<if $daystate isnot "dawn" and $daystate isnot "day" and $stripclubbartendingintro is 1>> <<click [[Work as a bartender (1:00)|Strip Club Bartending]]>><<pass30>><</click>><br> <</if>> <<if $daystate isnot "dawn" and $daystate isnot "day" and $stripclubdancingintro is 1>> <<click [[Work as a dancer (0:05)|Strip Club Dancing]]>><<set $dancing to 1>><<set $venuemod to 1>><<lstress20>><<gtiredness20>><<set $dancelocation to "club">><</click>><<lstress>><<gtiredness>><br> <<click [[Dressing room (0:01)|Strip Club Dressing Room]]>><<pass1>><</click>><br> <</if>> <br> <<if $stripclubfailed is 1>> [[Leave|Strip Club Proposition]]<br> <<elseif $stripclubintro isnot 1>> [[Leave|Connudatus Street]]<br> <<elseif $exposed lte 0 or $daystate isnot "night" and $daystate isnot "dusk">> [[Leave|Connudatus Street]]<br> <</if>> <br> <</if>> <</if>> :: Strip Club Lock [nobr] <<set $outside to 0>><<effects>><<set $lock to 200>> A sign reads: "Open from 18:00"<br><br> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Strip Club]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Connudatus Street]]>><</click>><br> :: Strip Club Management [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<darryl>><<person1>> <<if $stripclubmanagementintro isnot 1 and $phase2 isnot 1 and $phase2 isnot 2>><<set $phase2 to 1>> You are led to the back of the club, then up a flight of stairs. A wooden door sits open at the top. The bouncer knocks twice and motions you through.<br><br> You enter what looks like a personal office. Shelves overflowing with books line the walls. There's a desk on the far side of the room. More books lay open on top of one another, a few lie on the ground at its base. Instead of a wall, one side of the room has a large window overlooking the club below. A <<if $pronoun is "m">>man<<else>>woman<</if>> stands facing away from you, looking for something on one of the shelves.<br><br> <<if $pronoun is "m">> "I'll be right with you." <<he>> says, sounding flustered. <<His>> shapely behind and dark trousers wiggle as <<he>> searches a lower shelf. "It's no use. I'd lose my head if it wasn't screwed on." <<He>> turns to face you, revealing an attractive face in its mid-thirties. <<He>> wears a professional black outfit and a pair of glasses rest on top of <<his>> short brown hair. <<elseif $pronoun is "f">> "I'll be right with you." <<he>> says, sounding flustered. <<His>> shapely behind and long black skirt wiggle as <<he>> searches a lower shelf. "It's no use. I'd lose my head if it wasn't screwed on." <<He>> turns to face you, revealing an attractive face in its mid-thirties. <<He>> wears a professional black outfit and a pair of glasses rest on top of <<his>> brown hair, which is tied into a neat bun. <</if>> <br><br> "My name is Darryl, I run this establishment. I hear you're looking for work." <<He>> doesn't give you the opportunity to question how <<he>> knew that already. "Splendid! We're always on the look out for new talent."<br><br> <<elseif $phase is 2>> <<He>> pauses for a moment before reaching up and feeling around. As <<he>> grasps <<his>> glasses a look of relief lights up <<his>> face. "Oh. This is embarrassing." <<His>> face does seem to be turning red. "Thank you. Don't tell anyone though, please?" <<He>> places the lenses over <<his>> eyes and starts reading one of the books sprawled on <<his>> desk.<br><br><<set $darryllove to $darrylove + 10>><<set $darryldom to $darryldom - 10>> <<elseif $phase is 3>> You decide to save <<him>> the embarrassment. <<He>> will no doubt find them soon anyway. You give <<him>> a nod and make your way back down to the main floor.<br><br> <<elseif $phase2 isnot 2>> Darryl looks up from <<his>> desk as you enter, <<his>> fringe and glasses obscuring <<his>> eyes. "Welcome back! You want to know what other work is available?"<br><br> <</if>> <<if $phase2 is 1>> <<click [[Next|Strip Club Management]]>><<set $phase2 to 2>><</click>> <</if>> <<if $phase2 isnot 1>> <<if $phase is 0>><<set $stripclubbartendingintro to 1>> "The bartending job is exactly what it sounds like. You won't be expected to do anything lewd, but you might make more in tips if you dress provocatively. If the patrons give you trouble, just alert security. Pay is £5 an hour, plus any tips you receive."<br><br> "You can start whenever, we always need more hands."<br><br> <</if>> <<if $phase is 1>><<set $stripclubdancingintro to 1>> "You want to dance? Good! You probably saw some stages were empty. You can dress how you want, but you should dress appropriately if you want decent tips. We operate a strict no-touching policy in the main room. If anyone gives you trouble, don't hesitate to call security. We take the safety of our staff very seriously."<br><br> "Any tips you get are yours to keep, but if its serious money you're after you'll want to sell private dances to patrons. We provide rooms for such a purpose. What happens in there, and how much it will cost them, is between you and your client. Officially there's not supposed to be any physical contact, so be discreet. We take an eighty percent cut of anything you earn in a private room. That might seem high, but trust me, it isn't."<br><br> <<He>> pauses a moment before continuing, "Almost forgot, we have a dressing room of course. Use it as you need." <br><br> <</if>> <<if $stripclubmanagementintro isnot 1>><<set $stripclubmanagementintro to 1>> As you leave the room Darryl calls out to you. "Oh, by the way. If you see a pair of spectacles laying around. Would you let me know? I seem to have misplaced mine." Do you tell <<him>> or not?<br><br> <<click [[Yes|Strip Club Management]]>><<set $phase to 2>><</click>><br> <<click [[No|Strip Club Management]]>><<set $phase to 3>><</click>><br> <<else>> <<click [[Leave|Strip Club]]>><<endevent>><</click>> <</if>> <</if>> :: Strip Club Bartending [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You get to work supplying the patrons with overpriced drinks and snacks. <<if $drinksservedstat is 0>>You're new at this. Fortunately the other staff are happy to show you the ropes.<<elseif $drinksservedstat lte 500>>You've done this before, but you're still inexperienced and rely on other staff to make sure you don't screw up.<<elseif $drinksservedstat lte 10000>>You're pretty good at this.<<else>>You pull pints like a master.<</if>><br><br> <<set $drinksservedstat to $drinksservedstat + random(20,120)>> <<set $tipmod to 0.2>><<tipset>> <<set $tip += 500>> <<if $drinksservedstat gte 10000>> <<set $tip += 200>> <</if>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<eventsbartending>> <<else>> Some patrons eye you up, but they're mostly distracted by the dancers. <<tipreceive>><br><br> <<click [[Next|Strip Club]]>><<endevent>><<pass30>><</click>> <</if>> :: Strip Club Dancing [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<danceeffects>> <<danceaudience>> <<danceactions>> <<if $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.<br><br> <<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1>> There's no way you can continue dancing while so exposed! Face reddening, you flee the scene.<br><br> <</if>> <<if $danceevent is "finish">> <<click [[Next|Strip Club]]>><<endevent>><<clotheson>><</click>> <<elseif $danceevent is "private">> <<if $promiscuity gte 35>> <<click [[Private room|Strip Club Private Dance]]>><<set $enemyno to 1>><</click>><<promiscuous3>><br> <</if>> <<elseif $danceevent is 0>> <<if $exposed gte 2 and $exhibitionism lte 74>> <<click [[Flee|Strip Club Dressing Room]]>><<clotheson>><<endevent>> <</click>> <<elseif $exposed gte 1 and $exhibitionism lte 34>> <<click [[Flee|Strip Club Dressing Room]]>><<clotheson>><<endevent>> <</click>> <<else>> <<click [[Stop|Strip Club]]>><<clotheson>><<endevent>><</click>> <</if>> <</if>> :: Widgets Events Bartending [widget] <<widget "eventsbartending">><<nobr>> <<if $rng gte 31>> <<generate1>><<person1>>A <<person>> leaves you a tip. <<tipreceive>><br><br> <<click [[Next|Strip Club]]>><<endevent>><<pass30>><</click>> <<elseif $rng gte 11>> <<generate1>><<person1>>One patron seems more interested in you than in any of the dancers. After a few minutes of staring, <<he>> speaks. <<if $upperexposed gte 2>> "Why don't you give us a little twirl? I'll make it worth your while."<br><br> <<click [[Comply|Strip Club Bartending Flash]]>><<set $phase to 1>><</click>><<exhibitionist1>><br> <<click [[Refuse|Strip Club Bartending Flash]]>><</click>> <<elseif $playergenderappearance is "m">> "You're a fine-looking young man aren't you." <<He>> eyes up your chest. "How about you let me see a little bit more of you? I'll reward you."<br><br> <<if $exhibitionism gte 15>> <<click [[Comply|Strip Club Bartending Flash]]>><<set $phase to 2>><</click>><<exhibitionist2>><br> <</if>> <<click [[Refuse|Strip Club Bartending Flash]]>><</click>> <<else>> "You're a sexy little thing. How about you get your tits out? I'll give you something in return."<br><br> <<if $exhibitionism gte 55>> <<click [[Comply|Strip Club Bartending Flash]]>><<set $phase to 3>><</click>><<exhibitionist4>><br> <</if>> <<click [[Refuse|Strip Club Bartending Flash]]>><</click>> <</if>> <<else>> <<darryl>><<person1>>Darryl takes a seat at the bar and orders a drink. <<He>> looks dispirited. <br><br> <<click [[Focus on working|Strip Club Bartending Darryl]]>><</click>><br> <<click [[Try to talk|Strip Club Bartending Darryl]]>><<set $phase to 1>><</click>><br> <</if>> <</nobr>><</widget>> :: Strip Club Bartending Flash [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> <<if $rng gte 21>> The <<person>> looks dejected. "Suit yourself." <<He>> leaves the club. <<tipreceive>><br><br> <<else>> "That wasn't a request." <<He>> lunges across the counter and grabs your shoulders. Before you find out what <<he>> intends to do next, security has <<him>> on the ground. <<He>> is quickly removed from the premises, but your heart still races.<<controlloss>><<molested>> <<gtrauma>><<gstress>><<garousal>><<gtrauma10>><<gstress10>><<garousal10>> <</if>> <<elseif $phase is 1>> You give a little spin to show off your form. The <<person>> cheers, <<his>> eyes enjoying the feast. Satisfied, <<he>> leaves you a tip. <<tipreceive>><<exhibitionism1>> <<elseif $phase is 2>> <<if $open is 1>> You pull down your $upperclothes, revealing your <<breastsstop>> You feel your face begin to heat up. <<else>> You lift up your $upperclothes, displaying your <<breastsstop>> You feel your face begin to heat up. <</if>> The <<person>> cheers and raises <<his>> glass to you. Satisfied, <<he>> leaves a tip. <<tipreceive>><br><br> <<if $playergender is $playergenderappearance>> Despite it not being considered obscene for guys to display their chests, doing so on demand for money leaves you feeling flustered and vulnerable. You cover up quickly. <<exhibitionism2>> <<else>> Despite everyone thinking you're a guy, displaying your <<breasts>> in public like this still fills you with a guilty thrill. You cover up quickly.<<exhibitionism2>> <</if>> <<elseif $phase is 3>> <<if $open is 1>> You pull down your $upperclothes, revealing your <<breastsstop>> You feel your face begin to heat up. <<else>> You lift up your $upperclothes, displaying your <<breastsstop>> You feel your face begin to heat up. <</if>> The <<person>> cheers and raises <<his>> glass to you. Satisfied, <<he>> leaves a tip. <<tipreceive>><br><br> <<if $playergender is $playergenderappearance>> Despite being in a strip club, actually displaying yourself publicly like this pervades you with excitement and embarrassment. You cover up quickly, before you draw too many eyes. <<exhibitionism4>> <<else>> It's not normally a big deal for a guy's chest to be exposed. But your patrons don't know you're a guy. The hungry and sinful look in their eyes as they take in your bare flesh makes that very clear. You cover up quickly, before you feel too exposed. <<exhibitionism4>> <</if>> <</if>> <br><br> <<click [[Next|Strip Club]]>><<endevent>><<pass30>><</click>> :: Strip Club Bartending Darryl [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> You fulfill Darryl's order, but otherwise leave <<him>> be. After a short while <<he>> wordlessly stands and leaves you a tip. <<tipreceive>><br><br> <<click [[Next|Strip Club]]>><<endevent>><<pass30>><</click>> <<elseif $phase is 1>> <<set $darryllove to $darryllove + 2>> You gently enquire about what is wrong. <<if $darryllove lte 30>>Darryl seems surprised when <<he>> looks up at you, before looking back at <<his>> drink. "It's nothing. Thank you for asking though. Sorry, I need to get back to work." <<else>>Darryl smiles, but you see a sadness in <<his>> eyes. "I'm fine, just something I have to deal with. Thank you for asking though."<</if>> <<He>> stands up to leave. <</if>> <<tipreceive>><br><br> <<if $rng gte 81>> <<click [[Next|Strip Club]]>><<endevent>><<pass30>></click>> <<else>> Before <<he>> can move away however, the patron sat beside <<him>> grabs <<him>> by the waist and begins running <<endevent>><<generate1>><<person1>> <<his>> hands all over Darryl's body.<br><br> You look to security, but they are busy dealing with a brawl on the other side of the club. Darryl is clearly distraught, but makes no attempt to resist, merely whispering, "Please, no."<br><br> <<click [[Do nothing|Strip Club Bartending Daryll Molest]]>><</click>><br> <<if $promiscuity gte 35>> <<click [[Seduce the assailant to save Darryl|Strip Club Bartending Molestation]]>><<set $timer to 10>><<set $molestationstart to 1>><</click>><<promiscuous3>><br> <</if>> <<click [[Hit the assailant over the head to save Darryl|Strip Club Bartending Molestation]]>><<set $timer to 10>><<set $phase to 1>><<attackstat>><<set $molestationstart to 1>><</click>> <</if>> :: Strip Club Bartending Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $phase is 0>> You sprawl yourself on the counter and bite your lower lip, looking the assailant in the eyes. It has the effect you hoped. <<He>> drops Darryl and pounces on top of you. You both tumble off the counter.<<promiscuity3>><br><br><<set $enemyarousal to $enemyarousal + 200>> <<else>> You grab a glass and smash it over the assailant's head. The shattering force causes <<him>> to drop Darryl, but <<he>> turns to you instead. Furious, <<he>> lunges over the counter knocking you to the ground.<br><br><<set $enemyhealth to $enemyhealth - 100>><<set $enemyanger to $enemyanger + 100>><<set $lefthand to "throat">><<set $righthand to "throat">> <</if>> <<endif>> <<if $timer gte 1>> You still hear the sound of fighting on the other side of the counter.<br><br> <<else>> <<set $rescue to 1>> You can't see with the counter in the way, but you think the brawl has been stopped.<br><br> <</if>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $timer gte 1 and $enemyarousal lte $enemyarousalmax and $enemyhealth gte 0>> <span id="next"><<click [[Next|Strip Club Bartending Molestation]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Strip Club Bartending Molestation Finish]]>><</click>></span><<nexttext>> <</if>> :: Strip Club Bartending Daryll Molest [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $darryllove to $darryllove - 5>> The <<person>> continues to probe and fondle Darryl all over. Darryl shuts <<endevent>><<darryl>><<person1>> <<his>> eyes and remains motionless, simply allowing the violation to take place. Darryl begins to shake slightly when a hand starts groping around <<if $pronoun is "m">>the bulge in <<his>> trousers,<<else>> <<his>> crotch,<</if>> but it's not long before security has order restored and arrives to throw out the molesting patron.<br><br> Darryl immediately heads back to <<his>> office. <<He>> doesn't look at you. <<tipreceive>><br><br> <<click [[Next|Strip Club]]>><<endevent>><<pass30>><</click>> :: Strip Club Bartending Molestation Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person>> blinks as if <<he>> has forgotten where <<he>> is. <<He>> stands up and begins to stagger off. <<He>> doesn't make it far before security restrains <<himstop>><br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You manage to knock <<him>> prone. <<He>> struggles to stand up, but it gives you time to retreat to a safe distance. Security arrives and promptly detains <<himstop>><br><br> <<clotheson>> <<endcombat>> <<else>> <<set $rescued to $rescued + 1>> <<He>> is grabbed by both shoulders and hoisted away from you. You breathe a sigh of relief as security drags <<him>> to the exit.<br><br> <<clotheson>> <<endcombat>> <</if>> <<darryl>><<person1>>Daryll rushes over to you. <<His>> hair is tangled, "Are you alright? I tried to get someone over here as fast as I could!"<br><br> <<set $darryllove to $darryllove + 20>> <<click [[Be strong|Strip Club Bartending Molestation Talk]]>><<gstress60>><</click>><<gstress>><br> <<click [[Let your tears flow|Strip Club Bartending Molestation Talk]]>><<lstress60>><<ltrauma60>><<set $phase to 1>><</click>><<ltrauma>><<lstress>><br> :: Strip Club Bartending Molestation Talk [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<towelup>> <<if $phase is 0>><<set $darryldom to $darryldom - 5>> "It was nothing." You say, doing your best to suppress the tremor in your voice. Darryl responds, "It wasn't nothing, you saved me!" <<He>> stands closer to you, <<his>> voice dropping to a whisper. "I just froze up, it was so horrible..." <<He>> trails off as you put your arms around <<himstop>> <<He>> leans against you and quietly sobs.<br><br> You guide <<him>> to <<his>> office and you spend the rest of your shift comforting <<him>> and chatting. <<elseif $phase is 1>><<set $darryldom to $darryldom + 5>> Darryl embraces you and you cry on <<his>> shoulder. <<He>> sounds like <<he>> is also on the verge of tears, "You saved me, I won't forget it."<br><br> <<He>> brings you to <<his>> office and you spend the rest of your shift chatting. <</if>> <<tipreceive>><br><br> <<click [[Next|Strip Club]]>><<endevent>><<pass30>><</click>> :: Strip Club Private Dance [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> <<set $tipmod to 2>><<tipset>> <<promiscuity3>>You lead the <<person>> into one of the back rooms. It's well-lit compared to the main room, it takes a moment for your eyes to adjust. There's a small stage with a pole in one corner. There's also a sofa, contoured to allow an extensive range of positions.<br><br> <<if $rng gte 71>> Before you can turn around, the <<person>> has their hands wrapped around your waist and their mouth nuzzled against your neck.<br><br> <<click [[Pull away|Strip Club Private Dance]]>><<set $phase to 1>><</click>><br> <<click [[Try to negotiate while being fondled|Strip Club Private Dance]]>><<garousal60>><<set $phase to 2>><<submission5>><<garousal>><</click>><br> <<else>> The <<person>> stands sheepishly by the door, clearly waiting for you to initiate things.<br><br> <<set $rng to random(1, 100)>> <<if $tipreaction is "low">> You take <<him>> by the hands and sit on the sofa. You negotiate a price of £<<print ($tip / 100)>>, less than you'd hoped.<br><br> "I know it's not much," <<he>> exclaims, "but it's all I can afford and still eat tomorrow." <<He>> looks down at <<his>> feet.<br><br> <<if $rng gte 51>> "Also, if it's okay, I don't want any touching. Well, maybe some, but mainly I'd just like to talk."<br><br> <<click [[Accept|Strip Club Private Dance]]>><<set $phase to 3>><<pass30>><</click>><br> <<click [[Refuse|Strip Club Private Dance]]>><<set $phase to 4>><</click>><br> <<else>> <<click [[Accept|Strip Club Private Dance Sex]]>><<set $consensual to 1>><<set $sexstart to 1>><</click>><br> <<click [[Refuse|Strip Club Private Dance]]>><<set $phase to 4>><</click>><br> <</if>> <<elseif $tipreaction is "mid">> You take <<him>> by the hands and sit on the sofa. You negotiate a price of £<<print ($tip / 100)>>, which seems reasonable.<br><br> <<if $rng gte 51>> <<He>> speaks softly, "If it's okay, I don't want any touching. Well, maybe some, but mainly I'd just like to talk."<br><br> <<click [[Accept|Strip Club Private Dance]]>><<set $phase to 3>><<pass30>><</click>><br> <<click [[Refuse|Strip Club Private Dance]]>><<set $phase to 4>><</click>><br> <<else>> <<click [[Accept|Strip Club Private Dance Sex]]>><<set $consensual to 1>><<set $sexstart to 1>><</click>><br> <<click [[Refuse|Strip Club Private Dance]]>><<set $phase to 4>><</click>><br> <</if>> <</if>> <</if>> <<elseif $phase is 1>> <<if $rng gte 21>> You pull away from the <<personstop>> <<He>> seems frustrated, but it can't be helped. <<set $enemyanger to $enemyanger + 20>> <<if $tipreaction is "low">> You negotiate a price of £<<print ($tip / 100)>>, less than you'd hoped.<br><br> "You think you're worth more?" <<He>> laughs, "I can pick up sluts like you for free you know. This is charity, this is."<br><br> <<click [[Accept|Strip Club Private Dance Sex]]>><<set $consensual to 1>><<set $sexstart to 1>><</click>><br> <<click [[Refuse|Strip Club Private Dance]]>><<set $phase to 5>><</click>><br> <<elseif $tipreaction is "mid">> You negotiate a price of £<<print ($tip / 100)>>, which seems reasonable.<br><br> <<click [[Accept|Strip Club Private Dance Sex]]>><<set $consensual to 1>><<set $sexstart to 1>><</click>><br> <<click [[Refuse|Strip Club Private Dance]]>><<set $phase to 5>><</click>><br> <</if>> <<else>> You try to pull away from the <<his>> intruding hands, but <<he>> grapples your arms with one hand and clamps down on your mouth with the other.<br><br><<set $enemyanger to $enemyanger + 20>> <<click [[Next|Strip Club Private Dance Sex]]>><<set $molestationstart to 1>><</click>><br> <</if>> <<elseif $phase is 2>> <<if $tipreaction is "low">> Despite <<his>> unrelenting pawing, you manage to negotiate a price of £<<print ($tip / 100)>>, less than you'd hoped.<br><br> <<elseif $tipreaction is "mid">> Despite <<his>> unrelenting pawing, you manage to negotiate a price of £<<print ($tip / 100)>>, which seems reasonable.<br><br> <</if>> <<click [[Accept|Strip Club Private Dance Sex]]>><<set $consensual to 1>><<set $sexstart to 1>><</click>><br> <<click [[Refuse|Strip Club Private Dance]]>><<set $phase to 5>><</click>><br> <<elseif $phase is 3>> <<He>> rests <<his>> head on your lap and you gently stroke <<his>> hair. <<He>> talks about mundane topics while you lend a sympathetic ear. Despite the banality of the conversation <<he>> becomes tearful at one point, while mentioning how <<he>> doesn't feel able to open up to <<his>> spouse.<br><br> After <<his>> thirty minutes are up, <<he>> pays you the agreed fee and thanks you for you time. <<He>> seems genuinely grateful.<br><br><<fameprostitution1>> <<clotheson>> <<click [[Next|Strip Club]]>><<set $money to $money + $tip>><<endevent>><</click>> <<elseif $phase is 4>> <<He>> nods, eyes downcast. <<He>> doesn't waste any time leaving the room. <br><br> <<clotheson>> <<click [[Next|Strip Club]]>><<endevent>><</click>> <<elseif $phase is 5>> <<set $rng to random(1, 100)>> <<if $rng gte 21>> <<He>> looks at you, as if unsure what to do. Finally, <<he>> says "You've probably got something contagious anyway." before leaving the room.<br><br> <<clotheson>> <<click [[Next|Strip Club]]>><<endevent>><</click>> <<else>> <<He>> looks at you blankly for a moment, then laughs. "Good one, now get on your knees before I smack you down!" <<He>> assaults you!<br><br> <<click [[Next|Strip Club Private Dance Sex]]>><<set $molestationstart to 1>><</click>><br> <</if>> <</if>> :: Strip Club Private Dance Sex [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $rescue to 1>> <<if $phase is 1>> <<set $lefthand to "arms">> <<set $leftarm to "grappled">> <<set $rightarm to "grappled">> <<set $righthand to "mouth">> <<set $mouthuse to "grappled">> <<elseif $phase is 5>> <<set $enemyanger to $enemyanger + 40>> <</if>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $rescue to 1>> <<set $enemytrust to $enemytrust + 40>> <<if $phase is 2>> "This better be worth it," <<he>> says. <<else>> <<set $enemytrust to $enemytrust + 40>> <</if>> <<if $phase is 1>> "This better be worth it," <<he>> says. <<else>> <<set $enemytrust to $enemytrust + 40>> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal lte $enemyarousalmax and $enemyhealth gte 0 and $alarm lte 0 and $finish is 0>> <span id="next"><<click [[Next|Strip Club Private Dance Sex]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Strip Club Private Dance Sex Finish]]>><</click>></span><<nexttext>> <</if>> :: Strip Club Private Dance Sex Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $consensual is 1>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $prostitutionstat += 1>><<fameprostitution1>> <<if $phase is 2>> "Here's your pay, whore," the <<person>> gasps as <<he>> finishes off. <<He>> leaves the room without looking at you.<br><br> <<tipreceive>> <<elseif $phase is 1>> "Here's your pay, whore," the <<person>> gasps as <<he>> finishes off. <<if $brothelknown is 0 and $rng gte 91>> "I have something for you." <<He>> hands you a slip of paper before leaving the room. You read the paper, it has the address of a building on Harvest Street. <span class="gold">You can now access the suspicious building on Harvest Street.</span><br><br> <<else>> <<He>> leaves the room without looking at you.<br><br> <</if>> <<tipreceive>> <<else>> <<He>> smiles in contentment. "Thank you for your time. Here you go." <<He>> gives you a broad smile before leaving the room.<br><br> <<tipreceive>> <</if>> <<else>> <<if $phase is 2>> "Fine. I hope you don't expect payment." <<He>> looks at you with disgust before leaving the room.<br><br> <<elseif $phase is 1>> "Fine. I hope you don't expect payment." <<He>> looks at you with disgust before leaving the room.<br><br> <<else>> "Did I do something wrong? I'm sorry!" <<He>> runs from the room.<br><br> <</if>> <</if>> <<else>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<fameprostitution1>> "Here's your pay, whore," the <<person>> gasps as <<he>> finishes off. They leave the room without looking at you.<br><br> <<tipreceive>> <<elseif $enemyhealth lte 0>> You manage to knock the <<person>> backwards, giving you time to escape. You inform a member of security of the attack, who quickly subdues the <<personstop>><br><br> <<else>> The door bursts open, revealing a burly member of security. The <<person>> is expertly subdued and dragged from the room. You breathe a sigh of relief.<br><br><<set $rescued to $rescued + 1>> <</if>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Strip Club]]>><</click>> :: Strip Club Proposition [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<generate1>>Once escorted from the building, a <<person>> bumps into you on the street. "I'm so sorry! Here, you dropped this." <<He>> practically forces a slip of paper into your hand, then marches away before you can say anything.<br><br> You read the paper, it has the address of a building on Harvest Street followed by a brief message: "If you're fed up with being treated like a child, come see us." <span class="gold">You can now access the suspicious building on Harvest Street.</span><br><br> <<set $brothelknown to 1>><<set $stripclubfailed to 0>> <<endevent>> [[Next|Connudatus Street]]<br>
fire2244/degrees
game/loc-strip club.twee
twee
unknown
31,515
:: Temple [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You are in the main hall of the temple. Stone walls and pillars tower into darkness. Rows of seats face an altar at the end of the room. <<if $daystate isnot "night" and $daystate isnot "dusk">> A figure wearing a white cowl kneels before the altar. <</if>> <<if $exposed gte 1>> You hide behind one of the pillars to conceal your <<nuditystop>> <</if>> <br><br> <<if $scienceproject is "ongoing" and $sciencelichentemple is 0 and $exposed lte 0>> <<click [[Search for lichen (0:30)|Temple Lichen]]>><<pass30>><<set $sciencelichentemple to 1>><</click>><br> <</if>> <<if $daystate isnot "night" and $daystate isnot "dusk" and $exposed is 0>> <<click [[Approach the figure|Temple Jordan]]>><</click>> <</if>> <br> <<click [[Leave (0:01)|Wolf Street]]>><<pass1>><</click>><br> <<set $eventskip to 0>> :: Temple Jordan [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $initjordan isnot 1>> <<jordan>><<person1>> You approach the figure. As you near, <<he>> stands and turns to face you. <<His>> outfit covers <<him>> from head to toe, only <<his>> youthful face is visible. Locks of hair protrude from the sides of the cowl, betraying a golden shade. <<His>> smile does not reach <<his>> blue eyes.<br><br> "Welcome," <<he>> says. "I don't recall meeting you. I'm <<if $pronoun is "m">>brother<<else>>sister<</if>> Jordan." <<He>> bows <<his>> head slightly. "Are you here for the protective measures we provide for the pure-bodied, in the form of chastity belts? Keep in mind that while the impure may also benefit from this service, they do so at a cost."<br><br> <<He>> continues. "Please don't disturb the other <<if $pronoun is "m">>monks<<else>>nuns<</if>>, for they have taken sacred vows and your presence may distract them."<br><br> <<else>> <<jordan>><<person1>> You approach the figure. <<He>> turns to greet you as you near, revealing Jordan's familiar face. "Welcome back," <<he>> says.<br><br> <</if>> <<if $vaginalchastityparasite is 0 and $analchastityparasite is 0 and $penilechastityparasite is 0>> <<else>> <<He>> looks at your crotch with a concerned look on <<his>> face. "If you have a belt-induced parasite problem, we can help for £20."<br><br> <</if>> <<click [[Inquire about chastity belts|Temple Chastity]]>><</click>><br> <<if $vaginalchastityparasite is 0 and $analchastityparasite is 0 and $penilechastityparasite is 0>> <<elseif $money gte 2000>> <<click [[Have parasites removed (£20 0:05)|Temple Parasite]]>><<set $money -= 2000>><<pass5>><</click>><br> <</if>> <<if $forgiveintro isnot 1 and $fallenangel gte 2>> <<click [[Request forgiveness|Temple Forgiveness]]>><</click>><<fallenangel>><br> <<elseif $money gte 1000000 and $fallenangel gte 2>> <<click [[Buy forgiveness (£10,000 1:00)|Temple Buy Forgiveness]]>><<gtrauma60>><<set $money -= 1000000>><</click>><<gtrauma>><<garousal>><<fallenangel>> <i>Removes the fallen angel trait.</i><br> <<elseif $fallenangel gte 2>> <span class="blue">You can't afford forgiveness.</span><br> <</if>> <<click [[Leave|Temple]]>><<endevent>><</click>> :: Temple Chastity [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $undertype isnot "chastity">> "We fit chastity belts to any virgin who should want one. You will need to undergo a brief examination beforehand, that we might verify your purity. If you are not a virgin, then we can provide you with a belt for £80. If you already have a chastity belt, an anal shield can be fitted for £50. Even virgins must pay for the shield however."<br><br> "Our belts are very durable, designed to protect from even the most vicious of assailants. We don't use keys; once on, only specialized equipment can remove them. Be warned however, those that cannot sate their lust through obvious means may be driven to other violent urges. Also keep in mind that they don't conceal much from view, nor do they protect well against finer assaults, by fingers and the like. They are designed to protect chastity as written in the holy texts."<br><br> <<else>> <<if $penilevirginity is 1 and $vaginalvirginity is 1>> "It is written that we should never remove the chastity belt from a virgin. However, if you really want it removed, we will overlook that rule in return for an £80 donation."<br><br> <<else>> "We can remove your belt if you like. Once it's off however, you'll need to pay again to have another put on."<br><br> <</if>> <<if $analshield isnot 1>> "Or would you prefer to have even more protection? We can fit a shield that will protect your rear for £50."<br><br> <</if>> <</if>> <<if $undertype isnot "chastity">> <<if $templetest isnot "failed">> <<click [[Virginity test (0:05)|Temple Test]]>><<pass5>><</click>><br> <</if>> <<if $money gte 8000>> <<click [[Have chastity belt fitted (£80 0:05)|Temple Chastity Fitting]]>><<pass5>><<set $money -= 8000>><</click>><br> <</if>> <</if>> <<if $undertype is "chastity" and $analshield isnot 1>> <<if $money gte 5000>> <<click [[Have shield fitted (£50 0:05)|Temple Chastity Shield]]>><<pass5>><<set $money -= 5000>><</click>><br> <<else>> You can't afford to have a shield fitted.<br><br> <</if>> <</if>> <<if $undertype is "chastity" and $analshield is 1>> <<click [[Have shield removed (0:05)|Temple Chastity Shield Removal]]>><<pass5>><</click>><br> <</if>> <<if $undertype is "chastity" and $penilevirginity is 1 and $vaginalvirginity is 1>> <<if $money gte 8000>> <<click [[Have belt removed (£80 0:05)|Temple Chastity Removal]]>><<set $money -= 8000>><<pass5>><</click>><br> <<else>> <</if>> <<elseif $undertype is "chastity">> <<click [[Have belt removed (0:05)|Temple Chastity Removal]]>><<pass5>><</click>><br> <</if>> <<click [[Leave|Temple]]>><<endevent>><</click>><br> :: Temple Test [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> Jordan Nods solemnly. "Please come with me."<br><br> <<He>> leads you out of the main hall and into a small room. "There's a ritual to this, nothing complicated. I'll prepare while you undress."<br><br> You remove your clothing, wishing it wasn't quite so cold in here. Jordan rubs white powder between <<his>> hands, then kneels in front of you. <<if $penisexist is 1>> <<He>> holds your penis between both forefingers, and stares at it intently, gently manipulating the length. You try to distract yourself, but you soon feel it hardening under <<his>> scrutiny. <</if>> <<if $vaginaexist is 1>> <<He>> places <<his>> thumbs against your pussy and gently opens your lips, giving <<him>> a clear view inside. You don't want to admit it, but your body responds lewdly to being examined like this. <</if>><br><br> The fondling continues for a few minutes. Finally, <<he>> finishes <<his>> work. <<He>> stands back and looks at you. <<set $arousal += 1000>> <<if $penilevirginity is 1 and $vaginalvirginity is 1>> "You are unblemished, and may it stay that way. Please be patient, I'll return shortly with your belt." <<He>> leaves you briefly, and returns with the metallic device. Without a word <<he>> kneels once more and wraps it round your waist. You hear a loud click, and Jordan steps back to admire <<his>> handiwork.<br><br> <<if $penisexist is 1>> You look down to examine it yourself. It doesn't feel as tight or uncomfortable as you expected, you wonder if it's on right. You try to slip your fingers beneath the cage, but have no success. You push down on the belt with both hands, but it doesn't give at all.<br><br> <<else>> You look down to examine it yourself. It doesn't feel as tight or uncomfortable as you expected, you wonder if it's on right. You try to slip your fingers beneath it, but have no success. You push down on the belt with both hands, but it doesn't give at all.<br><br> <</if>> "Everything is satisfactory," <<he>> says. "If there are any problems, come see me." <<He>> leaves you alone in the room.<br><br> <<set $chastitybeltnew to 1>><<chastitybelt>> <<clotheson>> <<click [[Next|Temple]]>><<endevent>><</click>> <<else>><<set $templetest to "failed">> "I'm sorry, but you are spoiled." <<His>> voice shakes slighty, you're not sure if you imagined it. "We can still fit you with a belt, but you'll need to pay for it." <<He>> walks out of the room, but stops in the doorway. "I'm sorry that you were taken while still so young." <<He>> disappears around the corner.<br><br> <<click [[Next|Temple]]>><<endevent>><</click>> <</if>> :: Temple Chastity Fitting [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<He>> leads you out of the main hall and into a small room. "Please undress, I'll be back shortly." You remove your clothing, wishing the room were warmer. This is embarrassing, but it'll be worth it. <<He>> soon returns, carrying a metallic belt. Without a word <<he>> kneels and wraps it around your waist. You hear a loud click, and Jordan steps back to admire <<his>> handiwork.<br><br> <<if $penisexist is 1>> You look down to examine it yourself. It doesn't feel as tight or uncomfortable as you expected, you wonder if it's on right. You try to slip your fingers beneath the cage, but have no success. You push down on the belt with both hands, but it doesn't give at all.<br><br> <<else>> You look down to examine it yourself. It doesn't feel as tight or uncomfortable as you expected, you wonder if it's on right. You try to slip your fingers beneath it, but have no success. You push down on the belt with both hands, but it doesn't give at all.<br><br> <</if>> "Everything is satisfactory," <<he>> says. "If there are any problems, come see me." <<He>> leaves you alone in the room.<br><br> <<set $chastitybeltnew to 1>><<chastitybelt>> <<clotheson>> <<click [[Next|Temple]]>><<endevent>><</click>> :: Temple Chastity Shield [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<He>> leads you out of the main hall and into a small room. "I'll need to access the belt," <<he>> says. You ignore your apprehension and remove your <<bottomsstop>> <<He>> kneels behind you and starts tinkering with the belt. It rubs against your <<genitals>> as <<he>> works, but you manage to stay calm.<br><br> <<He>> stands up. "All done, you are now protected from sodomy. If there are any problems, come see me." <<He>> leaves you alone in the room.<br><br> <<set $analshield to 1>> <<set $underanusexposed to 0>> <<set $underanusexposedbase to 0>> <<clotheson>> <<click [[Next|Temple]]>><<endevent>><</click>> :: Temple Chastity Shield Removal [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<He>> leads you out of the main hall and into a small room. "I'll need to access the belt," <<he>> says. You ignore your apprehension and remove your <<bottomsstop>> <<He>> kneels behind you and starts tinkering with the belt. It rubs against your <<genitals>> as <<he>> works, but you manage to stay calm.<br><br> <<He>> stands up. "All done, you are no longer protected from sodomy, be careful. If there are any problems, come see me." <<He>> leaves you alone in the room.<br><br> <<set $analshield to 0>> <<set $underanusexposed to 1>> <<set $underanusexposedbase to 1>> <<if $analchastityparasite isnot 0>> <span class="pink">With the shield gone, the $analchastityparasite fall out of your anus.</span><br> <<set $analchastityparasite to 0>> <</if>> <<clotheson>> <<click [[Next|Temple]]>><<endevent>><</click>> :: Temple Chastity Removal [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<He>> leads you out of the main hall and into a small room. "Please undress," <<he>> says. You ignore your apprehension and remove your clothing. <<He>> produces a sinister bladed instrument from <<his>> robes and kneels in front of. Seconds later, the belt lies ruined on the floor and your <<genitals>> are once against exposed and vulnerable.<br><br> <<He>> stands up. "All done. If you would like a replacement you know where to find me." <<He>> leaves you alone in the room.<br><br> <<set $undertype to "brokenchastity">> <<underruined>> <<if $vaginalchastityparasite isnot 0>> <span class="pink">With the chastity belt gone, the $vaginalchastityparasite fall out of your vagina.</span><br><<set $vaginalchastityparasite to 0>> <</if>> <<if $penilechastityparasite isnot 0>> <span class="pink">With the chastity belt gone, the $penilechastityparasite fall off of your penis.</span><br><<set $penilechastityparasite to 0>> <</if>> <<if $analchastityparasite isnot 0>> <span class="pink">With the chastity belt gone, the $analchastityparasite fall out of your anus.</span><br> <<set $analchastityparasite to 0>> <</if>> <<if $analshield is 1>><<set $analshield to 0>><</if>> <<clotheson>> <<click [[Next|Temple]]>><<endevent>><</click>> :: Temple Parasite [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You explain your parasite problem. <<He>> nods and beckons you follow <<himstop>> You enter a small room away from prying eyes and then <<he>> speaks. "Please undress, I need to access the belt."<br><br> You <<nervously>> remove your <<bottoms>> while Jordan watches. Kneeling, <<he>> presses a small device against the belt and activates it, sending a jolt through your body, sending you sprawling to the ground.<br><br> <<set $arousal += 4000>> <<if $arousal gte 10000>> <<orgasmpassage>> <<He>> seems unfazed by your climax.<br><br> <</if>> <<if $vaginalchastityparasite isnot 0>> <span class="lblue">The $vaginalchastityparasite squirm their way out of your pussy and fall to the floor.</span><br><br> <</if>> <<if $penilechastityparasite isnot 0>> <span class="lblue">The $penilechastityparasite release their hold of your penis and fall to the floor.</span><br><br> <</if>> <<if $analchastityparasite isnot 0>> <span class="lblue">The $analchastityparasite squirm their way out of your butt and fall to the floor.</span><br><br> <</if>> "Please return if you have further problems," <<he>> says, leaving you to collect yourself.<br><br> <<set $vaginalchastityparasite to 0>><<set $analchastityparasite to 0>><<set $penilechastityparasite to 0>> <<clotheson>> <<click [[Next|Temple]]>><<endevent>><</click>> :: Temple Forgiveness [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You fight through the shame and speak. <<if $submissive gte 1150>> "I'm dirty," you say, dropping to your knees. "Please forgive me." <<elseif $submissive lte 850>> "I've been soiled," you say, trying to steady the tremble in your voice. "I need your forgiveness." <<else>> "I'm dirty," you say, voice trembling. "Please forgive me." <</if>> <br><br> <<He>> considers for a moment. "Of course my child," <<he>> says. "We only require a small donation of <span class="red">£10,000</span> and everything will be forgiven."<br><br> <<if $submissive gte 1150>> You nod. That's expensive, but you don't think there's any other way. <<elseif $submissive lte 850>> You repress the urge to spit in their holy water. That's a lot of money, but you can't think of any other way. <<else>> That's a lot of money, but you can't think of any other way. <</if>> <br><br> <<set $forgiveintro to 1>> <<endevent>> <<click [[Next|Temple]]>><</click>><br> :: Temple Buy Forgiveness [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $pronoun is "m">> <<generatem2>> <<generatem3>> <<generatem4>> <<generatem5>> <<generatem6>> <<else>> <<generatef2>> <<generatef3>> <<generatef4>> <<generatef5>> <<generatef6>> <</if>> <<pass60>> "Wait here child," <<he>> says. "I will gather the others." <<He>> disappears through an archway. When <<he>> returns <<he>> is followed by five robed figures. They surround you as Jordan kneels in front of you, arms outstretched and holding a length of cloth. One of the <<monks>> reaches over your shoulders and takes the fabric. <<He>> wraps it around your head, blinding you.<br><br> "Now we must travel to the alter. Don't worry, we'll be with you at all times."<br><br> They guide you outside. The soft ground and muffled sound of traffic suggest they're taking you into the forest.<br><br> You walk for some time. They must be careful with the route they're leading you through, as you have no difficulty and your unease at walking while blind soon fades. Occasionally the group stops and you bump into whoever's in front of you. You hear someone move a branch out of way before continuing.<br><br> The group stops once more, but this time someone rests their hand on your arm. You hear Jordan's voice. "We're here." <<He>> lifts your hand and places it on something cold and hard. "This is an altar. You'll need to lie on top of it. First though, your clothes."<br><br> <<click [[Next|Temple Buy Forgiveness 2]]>><</click>><br> :: Temple Buy Forgiveness 2 [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<uppernaked>><<lowernaked>><<undernaked>> The <<monks>> grasp your clothing and try to remove it. Between your blindness and the sheer number of hands pulling and tugging there's nothing you can do to stop them. They soon have you stripped and bare. <<covered>> <<gtrauma>><br><br> <<if $undertype is "chastity">> Someone grabs hold of your $underclothes and you hear a grinding sound. A cool breeze caresses your <<genitals>> directly. "We've opened your belt for the ceremony. We'll protect you again afterwards."<br><br> <</if>> <<if $submissive gte 1150>> "P-please don't hurt me," you say. <<elseif $submissive lte 850>> "I thought you people were better than this," you say. <<else>> "I'm cold," you say. <</if>> <br><br> "Hush child," Jordan says. "Lie atop the altar. This won't take long." You've come this far. You lie on the altar. "Good. Spread your arms and legs please. Yes like that." Something wraps around each of your limbs, tensing them and holding them in place. You can't move an inch.<br><br> "Okay," Jordan says again. <<He>> sounds breathless. "I'm sorry, I've not done this before."<br><br> "You'll do fine," one of the <<monks>> says. <<He>> sounds older. "We're all here to help you."<br><br> "Thank you. Okay. Here I go." You feel a warm breeze on your <<genitalscomma>> then something warm and wet touches it.<br><br> <<click [[Next|Temple Buy Forgiveness 3]]>><</click>><br> :: Temple Buy Forgiveness 3 [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> "That's it," the older <<monk>> says. <<if $penisexist is 1>> "Just keep working it with your tongue. Be careful not to take it into your mouth." <<else>> "Just keep working it with your tongue. Be careful not to penetrate." <</if>> <br><br> You feel Jordan's tongue lick and twist against your <<genitalsstop>> You can't predict where or how rough <<his>> next lick will be. The anticipation is almost as maddening as the physical sensation itself.<br><br> <<set $arousal += 10000>> <<orgasmpassage>> "I did it, it!" Jordan shouts, excited. "Did it work?"<br><br> "Not yet," the older <<monk>> responds. "Keep it up."<br><br> Jordan gets back to work, not even giving your spasms a chance to subside. "This is taking too long," says a younger voice to your right. "I'm helping." You feel a second tongue, this time on your nipple. The surprise makes you jerk away, but your bonds prevent you from moving.<br><br> "Good idea," the older <<monk>> says. "You. Help <<him>> out." Another tongue appears on your other nipple. Together, the teasing and licking is too much.<br><br> <<set $arousal += 10000>> <<orgasmpassage>> "It's still not working," Jordan says, disheartened.<br><br> "Don't be silly," the older <<monk>> responds. "We just need a little something extra. Move out the way and lift up <<pher>> legs." Jordan practically climbs on top of you. Your legs are released and lifted, then pressed against your shoulders where they are tied in place once more. You couldn't be more exposed.<br><br> "This might be a bit awkward. No not there! That's it. Now we can both reach <<phimstop>> You two, you need to help too. If this doesn't remove the taint, nothing will." They recommence their licking. This time though, two tongues assault your <<genitalsstop>> <<if $penisexist is 1 and $vaginaexist isnot 1>> The second ranges further down, licking your testes. <<He>> even takes one into <<his>> mouth. <</if>> <br><br> <<click [[Next|Temple Buy Forgiveness 4]]>><</click>><br> :: Temple Buy Forgiveness 4 [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> The final two <<monks>> don't seem confident, but they comply and start licking your arms. "Not like that. Lick <<pher>> face."<br><br> And so you lie there, naked and assailed by tongues on your <<genitalscomma>> <<breasts>> and face, shaking against the bonds holding you in place. One of the <<monks>> licking your face becomes more confident and starts licking your lips. You feel your mouth open of its own accord, and <<he>> invades you with <<his>> tongue, pressing your lips together in a kiss.<br><br> <<set $arousal += 10000>> <<orgasmpassage>> <<set $arousal += 10000>> <<orgasmpassage>> <<set $arousal += 10000>> <<orgasmpassage>> "That's it!" You hear a voice shout as your body convulses. "We've done it."<br><br> <<set $arousal += 10000>> <<orgasmpassage>> <<set $arousal += 10000>> <<orgasmpassage>> "Isn't it supposed to stop by now?"<br><br> <<set $arousal += 10000>> <<orgasmpassage>> <<set $arousal += 10000>> <<orgasmpassage>> You feel a light beam down on you, and a great weight is lifted. "Someone untie <<phimcomma>> quickly." <br><br> You pass out.<br><br> <<click [[Next|Temple Buy Forgiveness 5]]>><<clotheson>><</click>><br> :: Temple Buy Forgiveness 5 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You awaken back at the temple. You're lying on a small bed in a little room. Jordan sits in the corner, and blushes when <<he>> sees you awake. "The ceremony went as planned. You are forgiven." <<He>> avoids making eye contact. "Thank you for your contribution. Please though, do not tell anyone about what occurred during the ceremony. We like to keep our secrets." <<He>> bows and leaves you alone.<br><br> <<set $fallenangel to 1>><<set $transformed to 0>> <<endevent>> <<click [[Next|Temple]]>><</click>><br> :: Temple Lichen [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You search the public parts of the temple walls for pink lichen, both inside and out. You're about to give up when you spot it through a window. It covers the upper half of one of the towers. There's a window up there that you should be able to reach through.<br><br> You walk to the tower's base and find the door locked. Many parts of the temple are closed off to the public, or even initiates.<br><br> <<set $skulduggerydifficulty to 400>> <<click [[Ask for help|Temple Lichen Help]]>><</click>><br> <<click [[Pick the lock|Temple Lichen Lock]]>><</click>><<skulduggerydifficulty>><br> <<click [[Climb|Temple Lichen Climb]]>><</click>><br> :: Temple Lichen Help [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<generate1>><<person1>>You find a <<person>> dressed as a <<monk>> walking the halls nearby and ask permission to climb the tower. <<He>> nods.<br><br> <<He>> opens the way with a large bronze key, and gestures for you to enter. <<He>> follows close behind as you ascend the spiral stairs, and waits at the top while you reach out the window and peel off the pink lichen.<br><br> You turn to find <<him>> stood barring the stairs. "They don't let me near <<girls>> unsupervised," <<he>> pants. "No one will hear you up here. What a treat!" The <<monk>> reaches for you with both hands.<br><br> <<click [[Next|Temple Lichen Rape]]>><<set $molestationstart to 1>><</click>><br> :: Temple Lichen Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Temple Lichen Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Temple Lichen Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Temple Lichen Rape]]>><</click>></span><<nexttext>> <</if>> :: Temple Lichen Rape Finish [nobr] <<effects>> <<if $enemyhealth lte 0>> You knock the <<person>> aside and flee down the stairs. You hear <<him>> chase above you, but you're back in the public area of the temple before <<he>> can catch up.<br><br> <<clotheson>> <<endcombat>> <<tearful>> you make sure you still have the lichen. It's safe.<br><br> <span class="gold">You can add the lichen you found to your project in your room or the school library.<br><br></span> <<click [[Next|Temple]]>><</click>><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<monk>> looks guilty as <<he>> turns away from you and descends the stairs.<br><br> <<clotheson>> <<endcombat>> <<tearful>> you make sure you still have the lichen. It's safe.<br><br> <span class="gold">You can add the lichen you found to your project in your room or the school library.<br><br></span> <<click [[Next|Temple]]>><</click>><br> <</if>> :: Temple Lichen Lock [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You try to pick the old bronze lock. At your touch, the old chain crumbles and the lock falls. <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <span class="green">You catch it.</span><br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> You ascend the spiral stairs beyond and reach the tower's top. You reach through the window and peel off the pink lichen.<br><br> <span class="gold">You can add the lichen you found to your project in your room or the school library.<br><br></span> <<click [[Next|Temple]]>><</click>><br> <<else>> <span class="red">You fail to catch it.</span> It clatters against the ground, sending echoes through the building.<br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> <<generate1>><<person1>> A <<person>> dressed as a <<monk>> storms down the corridor. "What are you up to?" <<he>> asks. <<He>> spots the lock on the floor.<<stress 6>><<gstress>><br><br> <<if $submissive gte 1150>> "I-I just touched it, I promise!" you say. "There's pink lichen I need up there. F-for my science project." <<elseif $submissive lte 850>> "Mind your own business.", you say. "I'm looking for something for my science project." <<else>> "It just fell apart when I touched it," you say. "There's pink lichen I need up there. For my science project." <</if>> <br><br> "Science project," the <<monk>> muses. "Of course you'll be wanting some of that pink lichen. You're not the first. Some thugs from that dreadful place on Elk Street came by, saying the lichen was of scientific interest. We saw them off." <<He>> smiles. "But this is different. Wait here."<br><br> <<He>> steps over the broken lock and enters the tower. A couple of minutes later <<hes>> back, carrying pink lichen. <<He>> hands it to you.<br><br> "Try not to break anything else," <<he>> says, but smiles.<br><br> <span class="gold">You can add the lichen you found to your project in your room or the school library.<br><br></span> <<click [[Next|Temple]]>><</click>><br> <</if>> :: Temple Lichen Climb [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You clamber through a window and look up the tower. The stones forming it are uneven, and many stick out. You climb, testing each stone before you use it. Some are loose. You soon reach the top. You can see much of the town and forest from here. Looking is exhilarating, but makes you feel dizzy. You peel off the lichen.<<physique6>><br><br> <<generate1>><<person1>>A hand emerges from the window and grabs your shoulder. It pulls you through head-first, leaving you sprawled on the floor inside the tower. A <<person>> dressed as a <<monk>> stands over you.<br><br> "What possessed you to do such a stupid, dangerous thing?" <<he>> says. "There's only one cure." <<He>> sits on the floor and pulls you over <<his>> lap.<br><br> <<click [[Next|Temple Lichen Spank]]>><<set $molestationstart to 1>><</click>><br> :: Temple Lichen Spank [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcspank>><<npcidlegenitals>> <<set $enemyanger to 200>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Temple Lichen Spank Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Temple Lichen Spank Finish]]>><</click>></span><<nexttext>> <<elseif $enemyanger lte 0>> <span id="next"><<click [[Next|Temple Lichen Spank Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Temple Lichen Spank]]>><</click>></span><<nexttext>> <</if>> :: Temple Lichen Spank Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<monk>> looks mortified. "What have I done?" <<he>> says. "You've sullied me! Begone!" You walk down the spiral stairs to the bottom of the tower.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The <<monk>> recoils in pain and you squirm from <<his>> grip. You escape down the spiral stairs. <br><br> <<clotheson>> <<endcombat>> <<else>> The <<monk>> releases you. "I don't want to catch you again," <<he>> says. "Or I'll punish you like they do in the scriptures." You leave down the spiral stairs.<br><br> <<clotheson>> <<endcombat>> <</if>> <<tearful>> you make sure you still have the lichen. It's safe.<br><br> <span class="gold">You can add the lichen you found to your project in your room or the school library.<br><br></span> <<click [[Next|Temple]]>><</click>><br>
fire2244/degrees
game/loc-temple.twee
twee
unknown
30,639
:: Underground Intro [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You are dragged through a door and down a flight of steps. You hear the sound of rushing water. At the bottom the <<person>> turns on a torch, revealing an old stone corridor leading away into darkness.<<pass15>><br><br> After walking awhile you come to a metal door. The <<person2>><<person>> knocks, and is answered by a thin opening sliding apart near the top. It closes promptly, and the door opens.<br><br> <<endcombat>> You are forced through the door and to your knees before a <<generate1>><<person1>><<personcomma>> who crouches and grabs your neck. <<He>> turns your head to examine one side of your face, then the other, then forces your mouth open and looks inside. "<<pShe>> will do," <<he>> says, standing up.<br><br> <<endevent>> <<if $collared isnot 1>><<set $collared to 1>> Your neck is freed only briefly. Someone closes something hard and cold around it before you are yanked to your feet and pulled away. <<else>> Someone else yanks you to your feet and pulls you away. <</if>> <<generate1>>A <<person1>><<person>> holds the other end of the leash attached to your collar, and leads you towards a door at the far end of the room.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <<click [[Next|Underground Intro2]]>><</click>><br> :: Underground Intro2 [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You enter another corridor, lined on one side with metal floor hatches. <<He>> opens one of them, and shoves you inside. You land on something soft at least. "Your role here is simple. Do as you're told. You don't want to know what happened to the last <<girl>> who made a fuss." <<He>> slams the hatch shut, plunging you into complete darkness.<br><br> You fumble around in the dark, and find you fell on what feels like a mattress. There's also a locked metal door and a tap in the corner, but the room is otherwise bare.<br><br> <<endevent>> <<set $undergroundtime to 0>> <<set $undergroundwater to 0>> <<set $undergroundescape to 0>> <<click [[Next|Underground Cell]]>><</click>><br> :: Underground Cell [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You are in an underground cell. You can't see a thing but can tell that the walls and floor are made of cold stone. <<if $undergroundwater is 0>> There's a tap in the corner which barely dribbles water. <<else>><<set $undergroundwater += 1>> There's a tap in the corner, which they turned off to punish your disobedience. <<if $undergroundwater gte 25>> <span class="red">You're dying of thirst!</span><<set $pain += 60>><<gstress60>><<gtrauma60>><<gtrauma>><<gstress>> <<elseif $undergroundwater gte 20>> <span class="pink">You really need water.</span><<set $pain += 30>> <<elseif $undergroundwater gte 15>> <span class="purple">You're very thirsty.</span><<set $pain += 20>> <<elseif $undergroundwater gte 10>> <span class="blue">You're thirsty.</span><<set $pain += 10>> <<elseif $undergroundwater gte 5>> <span class="lblue">You feel a bit thirsty.</span> <</if>> <br><br> <</if>> <br><br> <<set $undergroundtime += 1>> <<if $undergroundtime is 4>> The lights turn on once more, and a <<generate1>><<person1>><<person>> enters. "Time for your performance," <<he>> says, yanking your leash. "Make sure you dance sexy. If you don't attract a customer we'll just let the whole audience have a piece." <<He>> tries to pull you from the room.<br><br> <<click [[Go quietly|Underground Dance Intro]]>><<endevent>><</click>><br> <<click [[Resist|Underground Cell Resist]]>><<set $molestationstart to 1>><<set $phase to 1>><</click>><br> <<elseif $undergroundtime is 8>> The lights turn on once more, and a <<generate1>><<person1>><<person>> enters. "You're needed," <<he>> says, yanking your leash.<br><br> <<click [[Go quietly|Underground Presentation]]>><<endevent>><</click>><br> <<click [[Resist|Underground Cell Resist]]>><<set $molestationstart to 1>><<set $phase to 2>><</click>><br> <<elseif $undergroundtime is 12>> The lights turn on once more, and a <<generate1>><<person1>><<person>> enters. "Time for another performance," <<he>> says, yanking your leash.<br><br> <<click [[Go quietly|Underground Stage Intro]]>><<endevent>><</click>><br> <<click [[Resist|Underground Cell Resist]]>><<set $molestationstart to 1>><<set $phase to 3>><</click>><br> <<elseif $undergroundtime is 16>> The lights turn on once more, and a <<generate1>><<person1>><<person>> enters. "Time for another performance," <<he>> says, yanking your leash.<br><br> <<click [[Go quietly|Underground Film Intro]]>><<endevent>><</click>><br> <<click [[Resist|Underground Cell Resist]]>><<set $molestationstart to 1>><<set $phase to 4>><</click>><br> <<elseif $undergroundtime is 20>> The lights turn on once more, and a <<generate1>><<person1>><<person>> enters. "Time for some fresh air," <<he>> says, yanking your leash.<br><br> <<click [[Go quietly|Underground Hunt Intro]]>><<endevent>><</click>><br> <<click [[Resist|Underground Cell Resist]]>><<set $molestationstart to 1>><<set $phase to 5>><</click>><br> <<elseif $undergroundtime is 24>><<set $undergroundtime to 0>> <<if $trauma gte $traumamax>> The lights turn on once more, and a <<generate1>><<generate2>><<person1>><<person>> and <<person2>><<person>> enter. The <<person1>><<person>> crouches beside you, grabs your neck and turns you to face <<himstop>> "Yep," <<he>> says. "<<pHer>> lights are out. Shame, <<pshes>> a pretty little thing."<br><br> Together they lift you by the shoulders and carry you from the room. They take you down a flight of steps to a large hole in the ground. They dump you in.<br><br> You fall through darkness for several seconds before splashing into cold water.<<water>><br><br> <<endevent>> <<click [[Next|Underground Lake]]>><</click>> <<else>> The lights turn on once more, and a <<generate1>><<person1>><<person>> enters, holding a hose. Water shoots from the tip, knocking you prone and drenching you. <<He>> walks closer and continues spraying you from multiple angles, before finally turning it off. "There we go," <<he>> says. "Nice and clean." The door slams shut behind <<himcomma>> plunging you into darkness.<br><br> <<wash>><<water>> <<endevent>> <<click [[Next|Underground Cell]]>><</click>><br> <</if>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>><<set $allure /= 2>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> Dim pink-hued lights turn on, bathing the room in light. One of the doors opens and a <<generate1>><<person1>><<person>> walks in, closing the door behind <<himstop>> <<covered>> <<He>> sizes you up as <<he>> approaches. <<set $rng to random(1, 100)>> <<if $rng gte 81>> "I paid good money for you. You better be worth it."<<set $phase to 1>> <<elseif $rng gte 61>> "You're adorable. Don't worry, I'll be gentle." <<elseif $rng gte 41>> "Good enough. Hold Still." <<elseif $rng gte 21>> "You better be worth it <<bitchstop>>"<<set $phase to 1>> <<else>> "Yes, nice and young." <</if>> <br><br> <<click [[Next|Underground Cell Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<click [[Rest (1:00)|Underground Cell Rest]]>><<pass60>><<set $tiredness -= 1000>><</click>><<ltiredness>><br> <<if $undergroundescape is 0>> <<click [[Look for a way out|Underground Cell Look]]>><</click>><br> <<elseif $undergroundescape gte 18>> <<click [[Escape|Underground Escape]]>><</click>><br> <<else>> <<click [[Dig (1:00)|Underground Cell Dig]]>><<pass60>><</click>><br> <</if>> <<click [[Examine the door|Underground Cell Lock]]>><</click>><br> <</if>> <</if>> :: Underground Cell Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $phase is 1>> <<set $enemytrust -= 80>> <<set $enemyanger += 120>> <<else>> <<set $enemytrust -= 40>> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Underground Cell Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Underground Cell Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Underground Cell Molestation]]>><</click>></span><<nexttext>> <</if>> :: Underground Cell Molestation Finish [nobr] <<if $enemyhealth lte 0>> The <<person>> recoils from you in pain and hobbles over to where <<he>> entered. <<He>> slams <<his>> fist into the door. "Let me out," <<he>> shouts. "You locked me in with a psycho." The door opens and <<he>> leaves.<br><br> <<clotheson>> <<endcombat>> <<if $undergroundwater gte 1>> The door opens again, and a <<generate1>><<person1>><<person>> stands in the doorway. "You'll give in." <<he>> says. "And if you don't, you'll become too weak to fight back. Why make it harder on yourself?" <<He>> slams the door shut. <<else>> The door opens again, and a <<generate1>><<person1>><<person>> stands in the doorway. "So that's how it's gonna be?" <<he>> says, looking disappointed. "Fine. We'll see how stubborn you are without water." <<He>> slams the door shut.<<set $undergroundwater to 1>> <</if>> <<tearful>> you sit on the mattress.<br><br> <<endevent>> <<click [[Next|Underground Cell]]>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $forcedprostitutionstat += 1>><<fameprostitution1>> Satisifed, <<he>> leaves you on the mattress and exits the way <<he>> came in. <<tearful>> you sit on the mattress.<br><br> <<clotheson>> <<endcombat>> <<if $undergroundwater gte 22>> The door opens again, and a <<generate1>><<person1>><<person>> stands in the doorway. "Good <<girlcomma>>" <<he>> says, smiling. <<if $undergroundwater gte 6>> <<if $penis isnot "none">> <<He>> enters the room, closing the door behind <<himstop>> "We'll turn your tap back on. But first a treat. You get to drink straight from my cock."<br><br> <<click [[Next|Underground Cell Oral]]>><<set $molestationstart to 1>><</click>><br> <<else>> "We'll turn your tap back on. You're gonna make us lots of money." <<He>> shuts the door, once more plunging you into darkness.<<set $undergroundwater to 0>><br><br> <<click [[Next|Underground Cell]]>><</click>> <</if>> <<else>> "We're not gonna give you back your water just yet, you haven't suffered enough for your disobedience. Keep up the good work though." <<He>> slams the door shut.<br><br> <<click [[Next|Underground Cell]]>><</click>> <</if>> <<else>> <<click [[Next|Underground Cell]]>><</click>> <</if>> <</if>> :: Underground Cell Oral [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<npcoral>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Underground Cell Oral Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Underground Cell Oral Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Underground Cell Oral]]>><</click>></span><<nexttext>> <</if>> :: Underground Cell Oral Finish [nobr] <<if $enemyhealth lte 0>> You shove the <<person1>><<person>> away from you. "You still haven't learned your place," <<he>> says, nursing a bruise. "We'll see how long you can keep it up." The door slams shut behind <<himcomma>> plunging you into darkness. <<tearful>> you sit on the mattress.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Underground Cell]]>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Good Girl," <<he>> says. "I'll switch your water back on. Hopefully you've learned your lesson." The door slams shut behind <<himcomma>> plunging you into darkness. <<tearful>> you sit on the mattress.<br><br> <<clotheson>> <<endcombat>> <<set $undergroundwater to 0>> <<click [[Next|Underground Cell]]>><</click>> <</if>> :: Underground Cell Rest [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You lie on the uncomfortable mattress and close your eyes. You're not sure how long you were lying there, but you feel refreshed.<br><br> <<click [[Next|Underground Cell]]>><</click>><br> :: Underground Cell Look [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You carefully feel around the edge of the room, looking for anything that might help you get out. You don't find anything. Feeling helpless, you sit back down on the mattress, and feel a cool breeze caress your leg. You put your hands against the floor and feel it again, coming from beneath the matress.<br><br> You shunt it aside and the breeze becomes unmistakable. You can feel small cracks in the ground. It might be your imagination, but you think you can see a tiny amount of light through them too.<br><br> <<set $undergroundescape to 1>> <<click [[Next|Underground Cell]]>><</click>><br> :: Underground Cell Dig [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You pick at the loose stone beneath the mattress. <<set $undergroundescape += 1>> <<if $undergroundescape gte 18>> It'll be a squeeze, but you think you can fit.<br><br> <<click [[Escape|Underground Escape]]>><</click>><br> <<elseif $undergroundescape gte 16>> The hole needs to be just a bit bigger and you'll be able to fit through.<br><br> <<elseif $undergroundescape gte 12>> There's definitely a way out here, it just needs to be bigger.<br><br> <<elseif $undergroundescape gte 8>> The hole grows wider<br><br> <<elseif $undergroundescape gte 4>> Some of the cracks grow into a small hole.<br><br> <<else>> You make the cracks a bit bigger.<br><br> <</if>> <br><br> <<click [[Stop|Underground Cell]]>><</click>><br> :: Underground Cell Lock [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>><<set $lock to 1000>> The metal door is locked tight. It uses an advanced electronic lock.<br><br> <<if $skulduggery gte $lock>> <span class="green">You think you could manipulate it.</span><br><br> <<click [[Open it (0:05)|Underground Cell Sneak]]>><<pass5>><</click>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Stop|Underground Cell]]>><</click>><br> :: Underground Cell Sneak [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> <<if $whitneystate is "dungeon">> No lock is going to stop you. You open the door and sneak out, tiptoeing across the plush carpet. You hear laughter and music up ahead. You peek round the corner and see Whitney getting brutally fucked on stage as a crowd of <<people>> watch. With the exception of the stage, the lights have been switched off, leaving the edge of the room in darkness.<br><br> You slink into the room and round the side. No one notices you. You make it to the other side and up the stairs, emerging in the forest.<br><br> <<else>> No lock is going to stop you. You open the door and sneak out, tiptoeing across the plush carpet. You hear laughter and music up ahead. You peek round the corner and see a <<girl>> getting brutally fucked on stage as a crowd of <<people>> watch. With the exception of the stage, the lights have been switched off, leaving the edge of the room in darkness.<br><br> You slink into the room and round the side. No one notices you. You make it to the other side and up the stairs, emerging in the forest.<br><br> <</if>> <<click [[Next|Forest]]>><<set $forest to 40>><<set $stress -= 1000>><</click>><br> :: Underground Escape [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You sit on the edge with your legs hanging over the hole. You feel a slope. You carefully lower yourself down, pulling the mattress over as you do. Relying on your hands at least as much as your feet, you scramble downwards.<br><br> The stone gives way and you fall several feet into cold water.<br><br> <<click [[Next|Underground Lake]]>><<set $stress -= 1000>><</click>><br> :: Underground Lake [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>><<water>> <<set $stress -= 1000>> <<if $historytrait gte 4>> You are pulled through the dark by a current. You've read about these tunnels, and should be able to influence where you end up.<br><br> <<click [[Near the shore|Underground Lake2]]>><<set $sea to 10>><</click>><br> <<click [[Further out at sea|Underground Lake2]]>><<set $sea to 50>><</click>><br><br> <<else>> You are pulled through the dark by a current. Without warning, you are sucked underwater. You try to fight it, but the force is too strong. After a few moments, the darkness gives way to light, and you are pushed upwards. You struggle further up, and emerge into the $daystate.<br><br> <<click [[Next|Sea]]>><<set $sea to 50>><</click>><br> <</if>> :: Underground Dance Intro [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You are led from your cell into a corridor outside. It looks medieval like your cell but with modern furnishings. You round a corner and see a large group of <<people>> surrounding a stage. You see a staircase on the opposite side of the room, which might be the way out. <<covered>> All eyes are on you as you are led up to the central platform. There's music playing.<br><br> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>> "Go on," A <<person1>><<person>> says. "Do something."<br><br> <<set $audiencearousal to 51>> <<click [[Dance for them|Underground Dance]]>><<set $dancing to 1>><<set $audience to 50>><<set $venuemod to 0>><<set $dancelocation to "underground">><<set $forceddance to 1>><</click>><<gstress>><<gtiredness>><br><br> <<click [[Refuse|Underground Stage Refuse]]>><<endevent>><</click>><br> :: Underground Cell Resist [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust -= 120>> <<set $enemyanger += 120>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Underground Cell Resist Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Underground Cell Resist Finish]]>><</click>></span><<nexttext>> <<elseif $pain gte 100>> <span id="next"><<click [[Next|Underground Cell Resist Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Underground Cell Resist]]>><</click>></span><<nexttext>> <</if>> :: Underground Cell Resist Finish [nobr] <<if $enemyhealth lte 0>> The <<person>> staggers away from you. <<if $undergroundwater gte 1>> "You'll give in." <<he>> says. "And if you don't, you'll become too weak to fight back. Why make it harder on yourself?" <<He>> slams the door shut. <<else>> "So that's how it's gonna be?" <<he>> says, looking disappointed. "Fine. We'll see how stubborn you are without water." <<He>> slams the door shut.<<set $undergroundwater to 1>> <</if>> <<clotheson>> <<endcombat>> <<tearful>> you sit on the mattress.<br><br> <<endevent>> <<click [[Next|Underground Cell]]>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> pants. "Maybe... maybe another time. I need a lie down." The door slams shut behind <<himcomma>> plunging you into darkness.<br><br> <<tearful>> you sit on the mattress.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Underground Cell]]>><</click>> <<elseif $pain gte 1>> You're too badly beaten to put up a fight. The <<person>> drags your helpless body from the cell.<br><br> <<if $phase is 1>> <<click [[Next|Underground Dance Intro]]>><</click>><br><br> <<elseif $phase is 2>> <<click [[Next|Underground Presentation]]>><</click>><br> <<elseif $phase is 3>> <<click [[Next|Underground Stage Intro]]>><</click>><br> <<elseif $phase is 4>> <<click [[Next|Underground Film Intro]]>><</click>><br> <<elseif $phase is 5>> <<click [[Next|Underground Hunt Intro]]>><</click>><br> <</if>> <<endcombat>> <</if>> :: Underground Dance [nobr] <<set $outside to 0>><<set $location to "Underground">><<effects>> <<danceeffects>> <<danceaudience>> <<if $danceevent is 0 and $exhibitionism lte 74 and $exposed gte 2>> Being so exposed is humiliating, but there's nothing you can do.<br><br> <<elseif $danceevent is 0 and $exhibitionism lte 34 and $exposed gte 1>> Being so exposed is humiliating, but there's nothing you can do.<br><br> <</if>> <<danceactions>> <<if $danceevent is "finish">> <<elseif $danceevent is "private">> <<click [[Next|Underground Dance Oral]]>><<set $enemyno to 1>><<set $molestationstart to 1>><</click>><br> <<elseif $danceevent is "rape">> <<click [[Next|Underground Dance Rape]]>><<set $molestationstart to 1>><</click>> <</if>> :: Underground Stage Refuse [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> <<if $submissive gte 1150>> You stare meekly at your feet, but refuse their demand. <<elseif $submissive lte 850>> You stare out at the crowd in defiance, and refuse their demand. <<else>> Though afraid, you refuse their demand. <</if>> The crowd starts booing. A <<generate1>><<person1>><<person>> runs on stage. "Please accept our apologies," <<he>> says, picking up your leash. <<if $rng gte 51 and $bestialitydisable is "f">> "Instead of our scheduled show, we have a special treat for you." A metal shutter opens behind you, revealing a gigantic pig.<br><br> <<endevent>> <<click [[Next|Underground Stage Pig]]>><<set $molestationstart to 1>><</click>><br> <<else>> "Instead of our scheduled show, we invite you to watch our punishment of this insolent <<bitchstop>>"<br><br> <<click [[Next|Underground Stage Molestation]]>><<set $molestationstart to 1>><<set $phase to 1>><</click>><br> <</if>> :: Underground Stage Pig [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">><<set $beasttype to "pig">> <<beast1init>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Underground Stage Pig Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Underground Stage Pig Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Underground Stage Pig]]>><</click>></span><<nexttext>> <</if>> :: Underground Stage Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<if $phase is 1>> <<set $enemytrust -= 200>> <<set $enemyanger += 200>> <<else>> <<set $enemytrust -= 120>> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Underground Stage Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Underground Stage Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Underground Stage Molestation]]>><</click>></span><<nexttext>> <</if>> :: Underground Stage Molestation Finish [nobr] <<if $enemyhealth lte 0>> The <<person1>><<person>> recoils and pain and tumbles from the stage. <<tearful>> you jump over <<him>> and run for the stairs. The audience are so bemused they make no move to stop you. You climb the stairs as fast as you can, footsteps thundering beneath you. You emerge in the forest and run in a random direction, aware you are still being pursued.<br><br> <<clotheson>> <<endcombat>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span><<set $foresthunt to 1>><br><br> <<click [[Next|Forest]]>><<set $forest to 40>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The crowd applauds as you are led off the stage and back to your cell. <<tearful>> you sit on the mattress.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Underground Cell]]>><</click>> <</if>> :: Underground Stage Pig Finish [nobr] <<if $enemyhealth lte 0>> The $beasttype flees in pain and fear, running amok among the audience in an attempt to find an exit. <<tearful>> you leap from the stage and run for the stairs. The audience are so distracted they make no move to stop you. You climb the stairs as fast as you can, footsteps thundering beneath you. You emerge in the forest and run in a random direction, aware you are still being pursued.<br><br> <<clotheson>> <<endcombat>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span><<set $foresthunt to 1>><br><br> <<click [[Next|Forest]]>><<set $forest to 40>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<famebestiality50>> The crowd applauds as you are led off the stage and back to your cell. <<tearful>> you sit on the mattress.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Underground Cell]]>><</click>> <</if>> :: Underground Dance Oral [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>>The <<person>> climbs on stage.<<npcoral>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Underground Dance Oral Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Underground Dance Oral Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Underground Dance Oral]]>><</click>></span><<nexttext>> <</if>> :: Underground Dance Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Underground Dance Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Underground Dance Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Underground Dance Rape]]>><</click>></span><<nexttext>> <</if>> :: Underground Dance Oral Finish [nobr] <<if $enemyhealth lte 0>> The <<person1>><<person>> recoils and pain and tumbles from the stage. <<tearful>> you jump over <<him>> and run for the stairs. The audience are so bemused they make no move to stop you. You climb the stairs as fast as you can, footsteps thundering beneath you. You emerge in the forest and run in a random direction, aware you are still being pursued.<br><br> <<clotheson>> <<endcombat>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span><<set $foresthunt to 1>><br><br> <<click [[Next|Forest]]>><<set $forest to 40>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The crowd applauds and the <<person>> holds <<his>> arms in the air, as if abusing you were some sort of triumph. You are led off the stage and back to your cell. <<tearful>> you sit on the mattress.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Underground Cell]]>><</click>> <</if>> :: Underground Dance Rape Finish [nobr] <<if $enemyhealth lte 0>> The <<person1>><<person>> recoils and pain and tumbles from the stage, and the others back off in instinctive fear. <<tearful>> you jump over <<him>> and run for the stairs. The audience are so bemused they make no move to stop you. You climb the stairs as fast as you can, footsteps thundering beneath you. You emerge in the forest and run in a random direction, aware you are still being pursued.<br><br> <<clotheson>> <<endcombat>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span><<set $foresthunt to 1>><br><br> <<click [[Next|Forest]]>><<set $forest to 40>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> A voice rings out. "We hope you enjoyed our product, but we need to ask you to vacate the stage." The crowd does as instructed.<br><br> You are led off the stage and back to your cell. <<tearful>> you sit on the mattress.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Underground Cell]]>><</click>> <</if>> :: Underground Stage Intro [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> <<if $rng gte 51 and $bestialitydisable is "f">> You are led once more to the stage, where the crowd awaits. <<covered>> Once there, a metal shutter rattles open behind you, and a gigantic pig steps out. The audience cheers it on.<br><br> <<click [[Next|Underground Stage Pig]]>><<set $molestationstart to 1>><</click>><br> <<else>> You are led once more to the stage, where the crowd awaits. <<covered>> There's a <<generate1>><<person1>><<person>> already waiting for you. <<He>> takes hold of you leash and pulls you closer while looking at the audience. "What shall I do with <<phim>> my friends?"<br><br> <<click [[Next|Underground Stage Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Underground Presentation [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> You are led to the stage where four other <<girls>> stand in a line, eyes downcast. Each wears a collar similar to your own. As soon as you take your place among them, a pair of large wooden doors opens and a <<generate1>><<person1>><<person>> strides into the room. <<He>> is flanked by a <<generate2>><<person2>><<person>> who struggles to keep up. "We have a nice selection for you today <<sirstop>> Just the sort of thing you like." Says the <<personstop>><br><br> "I'll see for myself," the <<person1>><<person>> responds. <<He>> stops in front of the stage and eyes the <<girls>> up, including you. <<covered>> "This one's all skin and bone," <<he>> says, pointing at the <<girl>> on the far side from you. "<<pShe>> looks likely to faint at any moment."<br><br> "Our <<girls>> are all fed a-"<br><br> <<if $attractiveness gte 3000>> "Spare me," <<he>> turns to you and smiles. "This one will do nicely. Bring <<phim>> in."<br><br> <<click [[Next|Underground Presentation2]]>><</click>><br> <<else>> "Spare me," <<he>> turns to you, but looks away dismissively. "I've made my choice." <<He>> lunges for the <<person2>><<person>> and drags <<him>> to the ground.<br><br> "I-I'm not.. Stop!" The protestations are no use. You hear a loud smack and the <<person>> yelp in pain as you are led back to your cell.<br><br> <<endevent>> <<click [[Next|Underground Cell]]>><</click>><br> <</if>> :: Underground Presentation2 [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> The <<person1>><<person>> leaves the way they came as the <<person2>><<person>> climbs the stage and picks up your leash. <<He>> pulls you after the <<person1>><<personcomma>> through the same wooden doors. The room beyond is spacious and decorated like the abode of a monarch. A four-poster bed sits opposite you, on which the <<person1>><<person>> lounges.<br><br> The <<person2>><<person>> moves to leave but is interrupted. "Did I say you could leave? You're gonna help me discipline this little thing, or I'll punish you next. Both of you come here."<br><br> <<person1>> As you walk close to <<himcomma>> <<he>> grabs you and bends you over <<his>> thighs.<br><br> <<click [[Next|Underground Presentation Molestation]]>><<set $molestationstart to 1>><</click>><br> :: Underground Presentation Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcspank>> <<set $enemytrust -= 120>> <<set $timer to 30>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Underground Presentation Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Underground Presentation Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $timer lte 0>> <span id="next"><<click [[Next|Underground Presentation Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Underground Presentation Molestation]]>><</click>></span><<nexttext>> <</if>> :: Underground Presentation Molestation Finish [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> The <<person1>><<person>> falls backward on the bed and lies still, apparently asleep. The <<person2>><<person>> picks up your leash and leads you back to your cell. <<He>> avoids looking at you the whole time.<br><br> <<tearful>> you sit on the mattress.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Underground Cell]]>><</click>><br> <<elseif $enemyhealth lte 0>> The <<person1>><<person>> falls against one of the bed posts, breaking it. <<tearful>> you jump over <<him>> and run out the room, towards the stairs. You climb as fast as you can, footsteps thundering beneath you. You emerge in the forest and run in a random direction, aware you are still being pursued.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $forest to 40>><</click>> <<elseif $timer lte 0>> The <<person1>><<person2>> reclines on the bed. "It's been a long day," <<he>> says as <<he>> waves both of you from the room. The <<person2>><<person>> picks up your leash and leads you back to your cell. <<He>> avoids looking at you the whole time.<br><br> <<tearful>> you sit on the mattress.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Underground Cell]]>><</click>><br> <</if>> :: Underground Hunt Intro [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You are led past the empty stage and up the flight of stairs. The air becomes cooler and fresher as you ascend, and you soon emerge outside. <<if $daystate is "dawn">> The sun is hidden behind trees, but you think it's dawn. <<elseif $daystate is "dusk">> The sun is hidden behind trees, but you think it's dusk. <<elseif $daystate is "day">> You have to shield your eyes from the sunlight, and you realise just how dim those lights were. <<elseif $daystate is "night">> The cool night air blows against your skin. <</if>> It looks like you're in a forest clearing.<br><br> Several naked <<girls>> are lined up, with a rope suspended in front of them. There's a large crowd stood around them, leering. The <<girls>> stare at their feet. <<covered>> You're dragged to the end of the line.<br><br> <<generate1>><<person1>> A <<person>> in a waistcoat enters the clearing, holding three dogs on leashes. They strain against <<himcomma>> practically pulling <<him>> along. "We're ready," <<he>> says, brandishing a pistol. "First shot, the prey run. Second shot, we hunt!" The crowd cheers. You hear one of the <<girls>> sob.<br><br> <<click [[Next|Underground Hunt]]>><</click>> :: Underground Hunt [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> The pistol sounds off, and you run.<br><br> You've barely reached the trees when the second shot rings out. <<if $physique gte $rng * 100 + 6000>> <<set $rng to random(1, 100)>> You run as fast you can. You hear the other <<girls>> scream as they are caught, one by one. Eventually your legs give out and you collapse against a tree. You hear nothing but your beating heart and the wind rustling through leaves. You got away.<<pass5>><br><br> <<endevent>> <<click [[Next|Forest]]>><<set $forest to 1>><</click>><br> <<else>> <<if $rng gte 51 and $bestialitydisable is "f">> You run as fast you can. You hear the other <<girls>> scream as they are caught, one by one. You hear something running through the grass behind you, and feel paws on your back as you are forced to your knees. The dog starts humping, you feel its penis prodding your <<bottomstop>><br><br> "Looks like he likes you," you hear the <<person>> say as <<he>> catches up. <<He>> is not alone, much of the crowd follows behind <<himstop>> "And it's only fair he gets to do as he likes with his quarry." The crowd forms a circle around you.<br><br> <<click [[Next|Underground Hunt Dog]]>><<set $molestationstart to 1>><</click>><br> <<else>> You run as fast you can. You hear the other <<girls>> scream as they are caught, one by one. You hear something running through the grass behind you right before you are tackled to the ground.<br><br> "Got you," the <<person>> says. A number of others from the crowd arrive, panting. "Now the hunter devours <<his>> prey."<br><br> <<click [[Next|Underground Hunt Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> <</if>> :: Underground Hunt Dog [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "dog">><<set $enemytrust -= 80>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Underground Hunt Dog Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Underground Hunt Dog Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Underground Hunt Dog]]>><</click>></span><<nexttext>> <</if>> :: Underground Hunt Dog Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The beast barks happily. "Good boy," says the <<person1>><<personstop>> The crowd whisper among themselves as <<he>> grabs your leash and pulls you to your feet. "I hope the other groups had as much fun with their prey as we did."<br><br> A scream erupts nearby, and the crowd rushes away to investigate, leaving the <<person>> to drag you back into the dungeon and down to your cell. <<tearful>> you sit on the mattress.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Underground Cell]]>><</click>><br> <<elseif $enemyhealth lte 0>> The $beasttype whimpers and flees. <<tearful>> you jump to your feet and run for it. The <<person1>><<person>> tries to stop you, but you dodge <<him>> and escape into the forest.<br><br> <<clotheson>> <<endcombat>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span><<set $foresthunt to 1>><br><br> <<click [[Next|Forest]]>><<set $forest to 40>><</click>> <</if>> :: Underground Hunt Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Underground Hunt Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Underground Hunt Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Underground Hunt Molestation]]>><</click>></span><<nexttext>> <</if>> :: Underground Hunt Molestation Finish [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You hear the crowd whisper among themselves as the <<person>> grabs your leash and pulls you to your feet. "I hope the other groups had as much fun with their prey as we did."<br><br> A scream erupts nearby, and the crowd rushes away to investigate, leaving the <<person>> to drag you back into the dungeon and down to your cell. <<tearful>> you sit on the mattress.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Underground Cell]]>><</click>><br> <<elseif $enemyhealth lte 0>> The <<person>> falls against a tree. <<tearful>> you jump to your feet and run for it. <<He>> tries to stop you, but you dodge <<him>> and escape into the forest.<br><br> <<clotheson>> <<endcombat>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span><<set $foresthunt to 1>><br><br> <<click [[Next|Forest]]>><<set $forest to 40>><</click>> <</if>> :: Underground Film Intro [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> <<generate1>><<generate2>> You are led to another part of the dungeon, and into a well-lit room. A <<person2>><<person>> is already here, holding a camera. Stood beside <<him>> is a <<person1>><<personstop>> <<if $rng gte 51 and $swarmdisable is "f">> There's a bath sitting in the middle of the room. The <<person1>><<person>> pulls you over to it and pushes you inside. Before you get your bearings, <<he>> attaches a clip on the bottom of the bath to your collar, locking you in place. You look up at the <<personcomma>> now holding a bucket, and <<person2>><<person>> and wonder what they intend.<br><br> The <<person1>><<person>> tips the bucket over you, covering you in thick, long worms. They wriggle all over you, inciting shameful feelings.<br><br> <<click [[Next|Underground Film Worms]]>><<set $molestationstart to 1>><</click>><br> <<else>> The <<person>> walks right up behind you, uncomfortably close. The <<person2>><<person>> nods, and the <<person1>><<person>> starts to grope you.<br><br> <<click [[Next|Underground Film Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Underground Film Worms [nobr] <<set $outside to 1>><<set $location to "underground">><<effects>><<set $bus to "danube">> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $swarmname to "containers">> <<set $swarmmove to "shaking">> <<set $swarmcreature to "worms">> <<set $swarmspill to "shatter">> <<set $swarmsteady to "steady">> <<set $swarmSteady to "Steady">> <<set $swarmcount to 2>> <<set $swarm1 to "active">> <<set $swarm2 to "active">> <<set $swarmactive to 2>> <<set $timer to 24>> <</if>> <<if $timer is 21>> The <<person2>><<person>> moves to get a better shot of your face. You feel more self-conscious about your reactions, but there's little you can do to control them. <<elseif $timer is 18>> <span class="pink">The <<person1>><<person>> tips another bucket of worms into the bath.</span> <<set $swarmcount += 2>> <<set $swarm3 to "active">> <<set $swarm4 to "active">> <<set $swarmactive += 2>> <<elseif $timer is 15>> The <<person2>><<person>> moves to get a better shot of your <<breastsstop>> <<elseif $timer is 12>> <span class="pink">The <<person1>><<person>> tips another bucket of worms into the bath.</span> <<set $swarmcount += 2>> <<set $swarm5 to "active">> <<set $swarm6 to "active">> <<set $swarmactive += 2>> <<elseif $timer is 9>> The <<person2>><<person>> moves to get a better shot of your <<genitalsstop>> <<elseif $timer is 6>> <span class="pink">The <<person1>><<person>> tips another bucket of worms into the bath.</span> <<set $swarmcount += 2>> <<set $swarm7 to "active">> <<set $swarm8 to "active">> <<set $swarmactive += 2>> <<elseif $timer is 3>> The <<person2>><<person>> moves to get a better shot of your face. <<else>> The <<person2>><<person>> continues to film your ordeal. <</if>> <br><br> <<if $face isnot "covered">> <<fameexhibitionism1>> <</if>> <<swarmeffects>> <<swarm>> <<swarmactions>> <<if $timer lte 0>> <span id="next"><<click [[Next|Underground Film Worms Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Underground Film Worms Finish [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> "That should do it," says the <<person2>><<person>> as <<he>> stops filming. The <<person1>><<person>> unplugs your collar from the bath and you scramble to you feet. The worms tumble off you, but you still shiver in horror and disgust.<br><br> The <<person>> tugs on your leash, and you almost trip as you leave the bath. You're horrified at the thought of more people seeing what just happened to you, but there's nothing you can do as the <<person1>><<person>> takes you back to your cell.<br><br> <<tearful>> you sit on the mattress.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Underground Cell]]>><</click>><br> :: Underground Film Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<set $enemyno to 1>><<man1init>> <<set $timer to 24>> <<set $penis2 to "none">> <<set $lefthand2 to "none">> <<set $righthand2 to "none">> <<set $mouth2 to "none">> <<set $vagina2 to "none">> <<endif>> <<effects>> <<effectsman>><<man>> <<if $timer is 21>> The <<person2>><<person>> moves to get a close shot of your face. <<elseif $timer is 18>> The <<person2>><<person>> moves to get a close shot of your <<bottomstop>> <<elseif $timer is 15>> The <<person2>><<person>> moves to get a close shot of your <<breastsstop>> <<elseif $timer is 12>> The <<person2>><<person>> moves to get a close shot of your <<genitals>> <<elseif $timer is 9>> The <<person2>><<person>> moves to get a close shot of your face. <<elseif $timer is 6>> The <<person2>><<person>> steps back to get a shot of your whole body. <<elseif $timer is 3>> The <<person2>><<person>> continues to film. <<else>> The <<person2>><<person>> continues to film. <</if>> <br><br> <<if $face isnot "covered">> <<fameexhibitionism1>><<famerape1>> <</if>> <<person1>> <<stateman>><br> <br> <<actionsman>> <<if $timer lte 0>> <span id="next"><<click [[Next|Underground Film Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Underground Film Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Underground Film Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Underground Film Molestation]]>><</click>></span><<nexttext>> <</if>> :: Underground Film Molestation Finish [nobr] <<set $outside to 0>><<set $location to "underground">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "That'll do," says the <<person2>><<person>> as <<he>> stops filming. You're horrified at the thought of other people seeing what happened to you, but there's nothing you can do as the <<person1>><<person>> leads you back to your cell.<br><br> <<tearful>> you sit on the mattress.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Underground Cell]]>><</click>><br> <<elseif $enemyhealth lte 0>> The <<person1>><<person>> trips and falls against the <<person2>><<personstop>> The camera drops to the ground and shatters. "You idiot," says the <<person2>><<personstop>><br><br> The <<person1>><<person>> struggles to <<his>> feet. "Shut up," <<he>> says. "Before <<pshe>> gets away." But you're already well ahead of them. You run down the corridor, past your cell, then into the empty theatre. You run towards the stairs on the far side, and climb as fast as you can, footsteps thundering beneath you. You emerge in the forest and run in a random direction, aware you are still being pursued.<br><br> <br><br> <<clotheson>> <<endcombat>> A chill runs up your spine, a warning from some primal instinct. <span class="red">Something is hunting you.</span><<set $foresthunt to 1>><br><br> <<click [[Next|Forest]]>><<set $forest to 40>><</click>> <<elseif $timer lte 0>> "That'll do," says the <<person2>><<person>> as <<he>> stops filming. You're horrified at the thought of other people seeing what happened to you, but there's nothing you can do as the <<person1>><<person>> leads you back to your cell.<br><br> <<tearful>> you sit on the mattress.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Underground Cell]]>><</click>><br> <</if>>
fire2244/degrees
game/loc-underground.twee
twee
unknown
49,595
:: Wolf Pack [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<dogpackinit>> You awaken to find yourself surrounded by a pack of stray dogs! <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> [[Next->Wolf Pack Alarm]] <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> [[Next|Wolf Pack Ejaculation]] <<elseif $enemyhealth lte 0>> [[Next->Wolf Pack Escape]] <<else>> [[Next|Wolf Pack]] <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> [[Next->Wolf Pack Ejaculation]] <<elseif $enemyhealth lte 0>> [[Next->Wolf Pack Escape]] <<else>> [[Next->Wolf Pack]] <<endif>> :: Wolf Pack Alarm Double-click this passage to edit it. :: Wolf Pack Escape [nobr] <<effects>> <<beastwound>> <<if $beastno gte 3>> The beast recoils in pain and fear, but another takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Wolf Pack]] <<elseif $beastno is 2>> The beast recoils in pain and fear, but the other takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Wolf Pack]] <<elseif $beastno is 1>> The beast recoils in pain and fear.<<set $beastno to $beastno - 1>><br><br> [[Next|Wolf Pack End]] <</if>> :: Wolf Pack Ejaculation [nobr] <<effects>> <<beastejaculation>> <<if $beastno gte 3>> Satisfied, the beast leaves you be. Another takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Wolf Pack]] <<elseif $beastno is 2>> Satisfied, the beast leaves you be. The other takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Wolf Pack]] <<elseif $beastno is 1>> Satisfied, the beast leaves you be.<<set $beastno to $beastno - 1>><br><br> [[Next|Wolf Pack End]] <</if>> :: Wolf Pack End [nobr] <<effects>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The wolf whimpers and flees into the forest. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The wolf leaves you lying on the grass. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the wolves flee into the forest. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The wolves leave you spent and shivering on the grass. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The wolves leave you spent and shivering on the grass. One seems to be limping. <</if>><br><br> <<clotheson>> <<endcombat>> :: Forest Wolf Cave Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<if $phase is 1>> <<beast2init>><<set $enemyanger += 30>> <<else>> <<beast6init>> <</if>> <<set $beasttype to "wolf">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Wolf Cave Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Wolf Cave Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Wolf Cave Rape]]>><</click>></span><<nexttext>> <</if>> :: Forest Wolf Cave Rape Finish [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $beastno gte 3>> Satisfied, the beast leaves you be. Another takes its place.<<set $beastno to $beastno - 1>><<wolfpacktrust>><br><br> [[Next|Forest Wolf Cave Rape]] <<elseif $beastno is 2>> Satisfied, the beast leaves you be. The other takes its place.<<set $beastno to $beastno - 1>><<wolfpacktrust>><br><br> [[Next|Forest Wolf Cave Rape]] <<elseif $beastno is 1>> Satisfied, the beast leaves you be.<<wolfpacktrust>><<set $beastno to $beastno - 1>><br><br> [[Next|Forest Wolf Cave Rape End]] <</if>> <<elseif $enemyhealth lte 0>> <<beastwound>> <<if $beastno gte 3>> The beast recoils in pain and fear, but another takes its place.<<set $beastno to $beastno - 1>><<wolfpackfear>><br><br> [[Next|Forest Wolf Cave Rape]] <<elseif $beastno is 2>> The beast recoils in pain and fear, but the other takes its place.<<set $beastno to $beastno - 1>><<wolfpackfear>><br><br> [[Next|Forest Wolf Cave Rape]] <<elseif $beastno is 1>> The beast recoils in pain and fear.<<set $beastno to $beastno - 1>><<wolfpackfear>><br><br> [[Next|Forest Wolf Cave Rape End]] <</if>> <</if>> :: Forest Wolf Cave Rape End [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> <<if $enemywounded gte 2 and $enemyejaculated is 0>> In a display of power, you defeat the pack. <<tearful>> you escape from the cave.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $eventskip to 1>><</click>> <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> Finished with you, the wolves leave you be. However, they rest between you and the cave entrance, and could easily block your escape. <<tearful>> you settle down.<br><br> <<if $phase is 1>> The other wolves soon return from their hunt. <</if>> <<clotheson>> <<endcombat>> <<click [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</click>> <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> Finished with you, the wolves leave you be. However, they rest between you and the cave entrance, and could easily block your escape. <<tearful>> you settle down.<br><br> <<if $phase is 1>> The other wolves soon return from their hunt. <</if>> <<clotheson>> <<endcombat>> <<click [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</click>> <</if>> :: Forest Wolf Cave [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> <<if $eventskip is 0>> <<eventwolfcave>> <<else>> The wolves are blocking your way out of the cave. A draft blows from the back. <br><br> <<click [[Rest (2:00)|Forest Wolf Cave Wait]]>><<set $tiredness -= 480>><<pass120>><</click>><br> <<click [[Try to escape|Forest Wolf Cave Escape]]>><</click>><br> <<if $wolfcavedig gte 12>> <<click [[Go down the hole|Forest Wolf Cave Hole]]>><</click>><br> <<elseif $wolfcavedig gte 1>> <<click [[Dig at the back of the cave (1:00)|Forest Wolf Cave Dig]]>><<pass60>><<set $wolfcavedig += 1>><</click>><br> <<else>> <<click [[Examine the back of the cave|Forest Wolf Cave Examine]]>><<set $wolfcavedig to 1>><</click>><br> <</if>> <</if>> <<set $eventskip to 0>> :: Forest Wolf Cave Wait [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> You huddle at the back of the cave, and the wolves pay you little heed for a time. <br><br> <<click [[Next|Forest Wolf Cave]]>><</click>><br> :: Forest Wolf Cave Escape [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> <<if $wolfpacktrust gte 12>> The wolves look at you as you try to leave, but make no move to stop you. It seems they trust you enough to let you go.<<lstress>> <br><br> <<click [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $forest to 80>><<set $eventskip to 1>><</click>><br> <<elseif $wolfpackfear gte 12>> The wolves growl at you as you try to leave, but make no move to stop you. It seems they fear you too much to try and stop you.<<lstress>> <br><br> <<click [[Next|Forest]]>><<set $stress -= 1000>><<set $eventskip to 1>><<set $forest to 80>><<set $eventskip to 1>><</click>><br> <<else>> The wolves immediately stir as you try to leave, and block your path. The pack stares at you, growling a warning.<<gstress60>><<gstress>> <br><br> <<click [[Try to escape anyway|Forest Wolf Cave Rape]]>><<set $molestationstart to 1>><</click>><br> <<click [[Back down|Forest Wolf Cave]]>><</click>><br> <</if>> :: Forest Wolf Cave Pair [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> The wolves immediately stir as you try to leave, and block your path. The pair stare at you, growling a warning.<<gstress30>><<gstress>> <br><br> <<click [[Try to escape anyway|Forest Wolf Cave Rape]]>><<set $molestationstart to 1>><<set $phase to 1>><</click>><br> <<click [[Back down (0:30)|Forest Wolf Cave Hunt]]>><<pass30>><</click>><br> :: Forest Wolf Cave Hunt [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> You decide not to risk it. You wait at the back of the cave. The wolves soon return from their hunt. <br><br> <<click [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</click>><br> :: Forest Wolf Cave Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "wolf">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Wolf Cave Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Wolf Cave Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Wolf Cave Molestation]]>><</click>></span><<nexttext>> <</if>> :: Forest Wolf Cave Molestation Finish [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The wolf grunts in satisfaction, and heads back to the rest of the pack.<<wolfpacktrust>><br><br> <<tearful>> you settle down.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</click>><br> <<elseif $enemyhealth lte 0>> The wolf whines in pain and returns to the rest of the pack.<<wolfpackfear>><br><br> <<tearful>> you settle down.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Forest Wolf Cave Dig [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> <<if $wolfcavedig gte 12>> You move the rocks out of the way, until the remainder collapse and reveal a hole in the ground. You hear rushing water. <<elseif $wolfcavedig gte 10>> You think you hear rushing water as you the rocks out of the way. Not far to go now. <<elseif $wolfcavedig gte 6>> You move some of the rocks out of the way. The draft becomes stronger. <<elseif $wolfcavedig gte 4>> You move some of the rocks out of the way. You think you feel the draft become stronger. <<else>> You move some of the rocks in the way, but there's still much to do. <</if>> <br><br> <<if $wolfcavedig gte 12>> <<click [[Go down|Forest Wolf Cave Hole]]>><</click>><br> <<if $syndromewolves gte 1>> <<click [[Leave it for now|Wolf Cave]]>><</click>><br> <<else>> <<click [[Leave it for now|Forest Wolf Cave]]>><</click>><br> <</if>> <<elseif $syndromewolves gte 1>> <<click [[Next|Wolf Cave]]>><</click>><br> <<else>> <<click [[Next|Forest Wolf Cave]]>><</click>><br> <</if>> :: Forest Wolf Cave Examine [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> The feel around the darkness at the back of the cave, looking for the source of the draft. The air feels like its coming from behind a pile of loose rocks. <br><br> <<if $syndromewolves gte 1>> <<click [[Next|Wolf Cave]]>><</click>><br> <<else>> <<click [[Next|Forest Wolf Cave]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Forest Wolf Cave Hole [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> You peer down the hole at the back of the cave, but can't make anything out. You hear rushing water. You don't think you'll be able to come back the way you came.<br><br> <<click [[Descend|Wolf Cave Descent]]>><</click>><br> <<if $syndromewolves gte 1>> <<click [[Leave|Wolf Cave]]>><</click>><br> <<else>> <<click [[Leave|Forest Wolf Cave]]>><</click>><br> <</if>> :: Wolf Cave Hand [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">><<set $beastname to "blackwolf">> <<beast1init>><<set $beasttype to "wolf">><<set $leftarm to "penis">> <<set $penis to "leftarm">> You take the black wolf's penis in your hand.<<deviancy1>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Wolf Cave Hand Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Wolf Cave Hand Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Wolf Cave Hand Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Wolf Cave Hand]]>><</click>></span><<nexttext>> <</if>> :: Wolf Cave Hand Refuse [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> You shuffle away from the wolf, preparing for another assault. But none comes. It turns and walks away.<br><br> <<set $syndromewolves to 1>> <<set $wolfevent to 0>> <<set $wolfstate to "cave">> <<set $wolfpackferocity to 10>> <<set $wolfpackharmony to 10>> <span class="red"><i>It's not their fault. They're just cute animals.</i> You've gained the "Stockholm Syndrome: Wolves" trait.</span> <br><br> <<click [[Next|Wolf Cave]]>><</click>><br> :: Wolf Cave [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> <<set $wolfpackharmony = Math.clamp($wolfpackharmony, 0, 20)>> <<set $wolfpackferocity = Math.clamp($wolfpackferocity, 0, 20)>><<set $bus to "wolfcave">> You are in the wolf cave. The ceiling hangs low. There's a breeze blowing from the back. <<if $exposed gte 1>> The wolves don't care, but being exposed is embarrassing regardless. <</if>> <<if $storelocation is "wolfcave">> Your clothes are tucked away behind a rock. <</if>> <<if $wolfstate is "hunt">> Most of the pack is out hunting. <<else>> <<if $weather is "rain">> The pack shelters from the rain. <<else>> The pack rests. <</if>> <<wolfcavestate>> <</if>> <br><br> <<if $wolfevent gte 1>><<set $wolfevent to 0>> <<wolfcaveselect>> <<else>> <<set $storelocationinit to "wolfcave">><<stripstoreactions>> <<if $wolfcavedig gte 12>> <<click [[Go down the hole|Forest Wolf Cave Hole]]>><</click>><br> <<elseif $wolfcavedig gte 1>> <<click [[Dig at the back of the cave (1:00)|Forest Wolf Cave Dig]]>><<pass60>><<set $wolfcavedig += 1>><</click>><br> <<else>> <<click [[Examine the back of the cave|Forest Wolf Cave Examine]]>><<set $wolfcavedig to 1>><</click>><br> <</if>> <<if $leftarm is "bound" or $rightarm is "bound">> <<click [[Cut your binds|Wolf Cave Unbind]]>><</click>><br> <</if>> <<click [[Sleep|Wolf Cave Bed]]>><</click>><br> <<click [[Go outside|Wolf Cave Clearing]]>><</click>><br> <br> <<click [[Settings|Wolf Cave Settings]]>><</click>><br> <<click [[NPC Settings|Wolf Cave NPC Settings]]>><</click>><br><br> <br> <</if>> :: Wolf Cave Hand Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<tearful>> you watch the black wolf yawn and lie down.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> <<tearful>> you watch the black wolf yawn and lie down.<br><br> <<clotheson>> <<endcombat>> <<else>> <<tearful>> you watch the black wolf yawn and lie down.<br><br> <<clotheson>> <<endcombat>> <</if>> <<set $syndromewolves to 1>> <<set $wolfevent to 0>> <<set $wolfstate to "cave">> <<set $wolfpackferocity to 10>> <<set $wolfpackharmony to 10>> <span class="red"><i>It's not their fault. They're just cute animals.</i> You've gained the "Stockholm Syndrome: Wolves" trait.</span> <br><br> <<click [[Next|Wolf Cave]]>><</click>><br> :: Wolf Cave Hunt [nobr] <<set $location to "forest">><<effects>> <<if $wolfpacktrust gte 18 or $wolfpackleader gte 1>> You follow the wolves as they depart between the trees. They don't stop you.<br><br> <<set $outside to 1>> Not far from the cave they break into a run. They move fast. It's hard to keep up.<<physique6>><br><br> <<wolfhuntevents>> <<else>> You try to follow the wolves, but the black wolf turns and growls at you. It wants you to stay with the young wolves.<br><br> You watch as they depart between the trees.<br><br> <i>If they trusted you more, they might be willing to let you come along.</i><br><br> <<destinationwolfcave>> <</if>> :: Wolf Cave Hunt Leave [nobr] <<set $location to "forest">><<effects>> The pack departs between the trees, leaving you with the younger wolves.<br><br> <<destinationwolfcave>> :: Widgets Wolf Cave [widget] <<widget "wolfcaveevent">><<nobr>> <<set $rng to random(1, 100)>> <<if $wolfstate isnot "cave">> <<if $rng gte 81>> One of the younger wolves approaches you. It wants to play fight.<br><br> <<click [[Play (0:20)|Wolf Cave Play Fight]]>><<pass20>><<lstress20>><</click>><<lstress>><br> <<if $deviancy gte 15>> <<click [[Lewd Play|Wolf Cave Lewd Play]]>><<set $sexstart to 1>><</click>><<deviant2>><br> <</if>> <<if $bus is "wolfcave">> <<click [[Ignore|Wolf Cave]]>><</click>><br> <<else>> <<click [[Ignore|Wolf Cave Clearing]]>><</click>><br> <</if>> <<elseif $rng gte 41>> The younger wolves stare at the tree line, anxious for the pack's return.<br><br> <<destinationwolfcave>> <<else>> One of the younger wolves rubs its head against your leg as it walks by.<<ltrauma>><<lstress>><<ltrauma60>><<lstress60>><br><br> <<destinationwolfcave>> <</if>> <<else>> <<if $wolfpackferocity + random(1, 20) gte $wolfpackharmony + random(1, 20)>> <<if $rng gte 81>> One of the wolves paces towards you, growling.<br><br> <<click [[Fight|Wolf Cave Fight]]>><<set $molestationstart to 1>><</click>><br> <<click [[Call for help|Wolf Cave Help]]>><</click>><br> <<elseif $rng gte 41>> A play fight escalates until one draws blood.<br><br> <<click [[Intervene|Wolf Cave Intervene]]>><<set $phase to 0>><</click>><br> <<click [[Encourage|Wolf Cave Intervene]]>><<set $phase to 1>><</click>><br> <<click [[Ignore|Wolf Cave Intervene]]>><<set $phase to 2>><</click>><br> <<else>> <<if $wolfpackleader is 1>> The black wolf is agitated. It bites and growls at the others, agitating them in turn.<br><br> <<click [[Calm it|Wolf Cave Calm]]>><<set $phase to 0>><</click>><br> <<click [[Ignore|Wolf Cave Calm]]>><<set $phase to 1>><</click>><br> <<else>> One of the larger wolves challenges the black wolf. The black wolf wins after a brief tussle, but its anger is not assuaged. It growls and bites at the other wolves, as if daring any to challenge it.<br><br> <<if $wolfpackpoisoned is 1>> <span class="lblue">It staggers slightly. The poisonous mushrooms are having an effect. It will be weaker than usual.</span><br><br> <</if>> <<click [[Calm it down|Wolf Cave Calm]]>><<set $phase to 0>><</click>><br> <<click [[Ignore it|Wolf Cave Calm]]>><<set $phase to 1>><</click>><br> <<click [[Challenge|Wolf Cave Calm]]>><<set $phase to 2>><</click>><br> <</if>> <</if>> <<else>> <<if $rng gte 61>> A wolf rushes over to you. It rears up and leans on you, almost knocking you over. It licks your face.<<ltrauma>><<lstress>><<ltrauma60>><<lstress60>><br><br> <<destinationwolfcave>> <<elseif $rng gte 41>> A low ranking wolf approaches you wishing to mate. A more dominant wolf tries to steal your attention.<br><br> <<click [[Favour the low ranking wolf|Wolf Cave Rank]]>><<set $phase to 0>><</click>><<deviant1>><br> <<click [[Favour the high ranking wolf|Wolf Cave Rank]]>><<set $phase to 1>><</click>><<deviant1>><br> <<if $deviancy gte 15>> <<click [[Share yourself with both|Wolf Cave Rank]]>><<set $phase to 2>><</click>><<deviant2>><br> <</if>> <<click [[Ignore both|Wolf Cave Rank]]>><<set $phase to 3>><</click>><br> <<else>> A younger wolf tries to climb on a rock. It's feet skid and it tumbles to the ground. It stands up, but starts whining.<br><br> <<click [[Make sure it's okay (0:05)|Wolf Cave Young]]>><<set $phase to 0>><<pass5>><</click>><br> <<click [[Ignore|Wolf Cave Young]]>><<set $phase to 1>><</click>><br> <</if>> <</if>> <</if>> <</nobr>><</widget>> <<widget "wolfcavestate">><<nobr>> <<if $wolfpackferocity gte 20 and $wolfpackharmony gte 20>> <span class="green">The pack is unified in lethal purpose.</span> <<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 10>> <span class="purple">The wolves pace and growl at each other, anxious for a hunt.</span> <<elseif $wolfpackferocity gte 20 and $wolfpackharmony gte 1>> <span class="pink">The wolves are agitated, afraid of losing their place in the pecking order.</span> <<elseif $wolfpackferocity gte 20>> <span class="red">The wolves keep a large space between them. Any trespass is met with gnashing teeth.</span> <<elseif $wolfpackharmony gte 20 and $wolfpackferocity gte 10>> <span class="teal">Play fights break out frequently.</span> <<elseif $wolfpackharmony gte 20 and $wolfpackferocity gte 1>> <span class="lblue">The wolves lie together, grooming each other.</span> <<elseif $wolfpackharmony gte 20>> <span class="blue">The wolves lie together in a big cuddly pile.</span> <<elseif $wolfpackferocity gte 10 and $wolfpackharmony gte 10>> <span class="lblue">Some of the wolves lie and groom each other, while others pace and watch the trees.</span> <<elseif $wolfpackferocity gte 10 and $wolfpackharmony gte 1>> <span class="purple">The wolves are on edge, growling and baring teeth at each other.</span> <<elseif $wolfpackferocity gte 10>> <span class="pink">The wolves eye each other warily.</span> <<elseif $wolfpackharmony gte 10 and $wolfpackferocity gte 1>> <span class="blue">Most of the wolves lie with their eyes shut, while others groom each other.</span> <<elseif $wolfpackharmony gte 10>> <span class="purple">The wolves groom themselves, and occasionally each other.</span> <<elseif $wolfpackferocity gte 1 and $wolfpackharmony gte 1>> <span class="purple">The wolves groom themselves and ignore each other.</span> <<elseif $wolfpackferocity gte 1>> <span class="pink">The pack lazes around, barely able to summon the energy to growl at each other.</span> <<elseif $wolfpackharmony gte 1>> <span class="pink">The pack lazes together, able to summon little energy.</span> <<else>> <span class="red">A depressive malaise lies on the pack.</span> <</if>> <</nobr>><</widget>> <<widget "wolfcaveselect">><<nobr>> <<if $daystate is "day" or $daystate is "dawn">> <<set $huntstate to "failed">> <</if>> <<if $wolfstate is "hunt" and $daystate is "dawn" or $wolfstate is "hunt" and $daystate is "day">><<set $wolfstate to "cave">> <<if $rng + $wolfpackferocity + $wolfpackharmony gte 80>> The pack returns from the hunt. Some carry pieces of meat for the younger wolves that stayed at the cave. The hunt was successful.<<gharmony>><<lferocity>><br><br> <<else>> The pack returns from the hunt. They failed to catch anything.<<gferocity>><<lharmony>><br><br> <</if>> <<destinationwolfcave>> <<elseif $wolfstate is "cave" and $huntstate isnot "finished" and $daystate is "dusk" or $wolfstate is "cave" and $huntstate isnot "finished" and $daystate is "night">><<set $wolfstate to "hunt">><<set $huntstate to "failed">><<set $wolfpackpoisoned to 0>> The black wolf howls and the others join in. They're going hunting.<br><br> <<click [[Go with them|Wolf Cave Hunt]]>><</click>><br> <<click [[Watch them leave|Wolf Cave Hunt Leave]]>><</click>><br> <<else>> <<wolfcaveevent>> <</if>> <</nobr>><</widget>> <<widget "destinationwolfcave">><<nobr>> <<if $bus is "wolfcave">> <<click [[Next|Wolf Cave]]>><</click>><br> <<else>> <<click [[Next|Wolf Cave Clearing]]>><</click>><br> <</if>> <</nobr>><</widget>> <<widget "wolfhuntevents">><<nobr>> <<if $huntstate is "success">><<set $huntstate to "finished">> <<set $wolfstate to "cave">> Satiated, the pack heads back to the cave. Some carry food for the younger wolves.<<lferocity>><<gharmony>><br><br> <<click [[Next|Wolf Cave]]>><</click>><br> <<elseif $daystate is "dawn" or $daystate is "day">><<set $huntstate to "finished">> With the sun rising on the horizon, the pack returns to the cave. The failure of the hunt has the wolves riled.<<gferocity>><<lharmony>><br><br> <<click [[Next|Wolf Cave]]>><</click>><br> <<else>> <<set $rng to random(1, 100)>> <<if $bus is "wolfpackriver">> You come to two pairs of tracks. One looks like a deer's hoof prints. The other several pairs of shoes.<br><br> <<if $wolfpackleader is 1>> The pack waits for your decision.<br><br> <<click [[Follow the deer tracks (1:00)|Wolf Deer]]>><<pass60>><<set $bus to "wolfpackdeer">><<gtiredness60>><</click>><<gtiredness>><br> <<click [[Follow the shoe tracks (1:00)|Wolf Hunters]]>><<pass60>><<set $bus to "wolfpackhunters">><<gtiredness60>><</click>><<gtiredness>><br> <<click [[Let the black wolf decide (1:00)|Wolf Deer]]>><<pass60>><<set $bus to "wolfpackdeer">><<gtiredness60>><</click>><<gtiredness>><br> <<else>> The black wolf follows the deer prints without a second thought.<br><br> <<click [[Next (1:00)|Wolf Deer]]>><<pass60>><<set $bus to "wolfpackdeer">><<gtiredness60>><</click>><<gtiredness>><br> <</if>> <<elseif $bus is "wolfpackcliff">> You come to two pairs of tracks. One of a deer's hooves, but the steps are irregular. The other of large paws, with claws digging into the earth. <<if $wolfpackleader is 1>> The pack waits for your decision.<br><br> <<click [[Follow the deer prints (1:00)|Wolf Carrion]]>><<pass60>><<set $bus to "wolfpackcarrion">><<gtiredness60>><</click>><<gtiredness>><br> <<click [[Follow the large prints (1:00)|Wolf Bear]]>><<pass60>><<set $bus to "wolfpackbear">><<gtiredness60>><</click>><<gtiredness>><br> <<if $rng gte 51>> <<click [[Let the black wolf decide (1:00)|Wolf Carrion]]>><<pass60>><<set $bus to "wolfpackcarrion">><<gtiredness60>><</click>><<gtiredness>><br> <<else>> <<click [[Let the black wolf decide (1:00)|Wolf Cliff]]>><<pass60>><<set $bus to "wolfpackbear">><<gtiredness60>><</click>><<gtiredness>><br> <</if>> <<else>> <<if $rng gte 51>> The black wolf sniffs the air, then follows the deer prints.<br><br> <<click [[Next (1:00)|Wolf Carrion]]>><<pass60>><<set $bus to "wolfpackcarrion">><<gtiredness60>><</click>><<gtiredness>><br> <<else>> The black wolf sniffs the air, then follows the large prints.<br><br> <<click [[Next (1:00)|Wolf Bear]]>><<pass60>><<set $bus to "wolfpackbear">><<gtiredness60>><</click>><<gtiredness>><br> <</if>> <</if>> <<elseif $bus is "wolfpackbear">> <<elseif $bus is "wolfpackhunters">> <<elseif $bus is "wolfpackdeer">> <<elseif $bus is "wolfpackcarrion">> <<else>> You come to a river emerging from the base of the cliff. <<if $wolfpackleader is 1>> The pack waits for your decision.<br><br> <<click [[Follow the river (1:00)|Wolf River]]>><<pass60>><<set $bus to "wolfpackriver">><<gtiredness60>><</click>><<gtiredness>><br> <<click [[Follow the cliff (1:00)|Wolf Cliff]]>><<pass60>><<set $bus to "wolfpackcliff">><<gtiredness60>><</click>><<gtiredness>><br> <<if $rng gte 51>> <<click [[Let the black wolf decide (1:00)|Wolf River]]>><<pass60>><<set $bus to "wolfpackriver">><<gtiredness60>><</click>><<gtiredness>><br> <<else>> <<click [[Let the black wolf decide (1:00)|Wolf Cliff]]>><<pass60>><<set $bus to "wolfpackcliff">><<gtiredness60>><</click>><<gtiredness>><br> <</if>> <<else>> <<if $rng gte 51>> The black wolf sniffs the air, then runs along the river.<br><br> <<click [[Next (1:00)|Wolf River]]>><<pass60>><<set $bus to "wolfpackriver">><<gtiredness60>><</click>><<gtiredness>><br> <<else>> The black wolf sniffs the air, then runs along the cliff.<br><br> <<click [[Next (1:00)|Wolf Cliff]]>><<pass60>><<set $bus to "wolfpackcliff">><<gtiredness60>><</click>><<gtiredness>><br> <</if>> <</if>> <</if>> <</if>> <</nobr>><</widget>> <<widget "blackwolfhealth">><<nobr>> <<if $wolfpackpoisoned is 1>> <<set $enemyhealth to 200>><<set $enemyhealthmax to 200>> <<else>> <<set $enemyhealth to 600>><<set $enemyhealthmax to 600>> <</if>> <</nobr>><</widget>> <<widget "wolfpackhuntoptions">><<nobr>> <<if $wolfpackshroom is "red">> <<click [[Add a red mushroom to the black wolf's food|Wolf Deer2]]>><<set $phase to 0>><<ltiredness60>><<pass60>><<pass60>><<pass60>><<ltiredness60>><<ltiredness60>><</click>><<ltiredness>><br> <<elseif $wolfpackshroom is "pink">> <<click [[Add a pink mushroom to the black wolf's food|Wolf Deer2]]>><<set $phase to 1>><<ltiredness60>><<pass60>><<pass60>><<pass60>><<ltiredness60>><<ltiredness60>><</click>><<ltiredness>><br> <</if>> <<click [[Rest (3:00)|Wolf Deer2]]>><<set $phase to 2>><<ltiredness60>><<pass60>><<pass60>><<pass60>><<ltiredness60>><<ltiredness60>><</click>><<ltiredness>><br> <</nobr>><</widget>> :: Wolf Cave Clearing [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<set $wolfpackharmony = Math.clamp($wolfpackharmony, 0, 20)>> <<set $wolfpackferocity = Math.clamp($wolfpackferocity, 0, 20)>><<set $bus to "wolfcaveclearing">> You are in the clearing outside the wolf cave. A stream runs by. <<if $exposed gte 1>> The wolves don't care, but being exposed is embarrassing regardless. <</if>> <<if $wolfstate is "hunt">> Most of the pack is out hunting. <<else>> <<if $weather is "rain">> The pack shelters from the rain. <<else>> The pack rests. <</if>> <<wolfcavestate>> <</if>> <br><br> <<if $foresthunt gte 1>> <span class="lblue">You're safe at the cave. Whatever was hunting you will have given up.</span><br><br> <<set $foresthunt to 0>> <</if>> <<if $wolfevent gte 1>><<set $wolfevent to 0>> <<wolfcaveselect>> <<else>> <<click [[Play (1:00)|Wolf Cave Play]]>><<lstress60>><<pass60>><</click>><<lstress>><br> <<click [[Wash in the stream (0:20)|Wolf Cave Wash]]>><<pass20>><</click>><br> <<if $upperexposed gte 2>> <<click [[Make a top out of plants and twigs (0:20)|Wolf Cave Plant]]>><<set $phase to 1>><<pass20>><</click>><br> <</if>> <<if $lowerexposed gte 2 and $underexposed gte 1>> <<click [[Make a skirt out of plants and twigs (0:20)|Wolf Cave Plant]]>><<set $phase to 2>><<pass20>><</click>><br> <</if>> <br> <<click [[Go Inside|Wolf Cave]]>><</click>><br> <br> <<click [[Walk into the forest (0:10)|Forest]]>><<pass10>><<set $eventskip to 1>><<set $forest to 60>><</click>><br> <</if>> :: Wolf Cave Returned [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> <<pass30>>The black wolf runs through the forest, all the way back to the cave. It dumps you at the back and gives a warning growl before turning away.<br><br> <<click [[Next|Wolf Cave]]>><<clotheson>><</click>><br> :: Wolf Cave Unbind [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> You rub your binds against a sharp rock and they soon come loose.<br><br> <<unbind>> <<click [[Next|Wolf Cave]]>><</click>><br> :: Wolf Cave Bed [nobr] <<effects>> <<if $wolfpackharmony gte 10>> You snuggle beside a wolf for warmth and close your eyes. <<else>> You find an empty spot to lie in and close your eyes. <</if>> <br><br> <<if $sleeptrouble is 1 and $controlled is 0>> <<click [[Sleep for 10 hours|Wolf Cave Sleep]]>><<set $sleephour to 10>><<endclick>><<ltiredness>><br> <<click [[Sleep for 9 hours|Wolf Cave Sleep]]>><<set $sleephour to 9>><<endclick>><<ltiredness>><br> <<click [[Sleep for 8 hours|Wolf Cave Sleep]]>><<set $sleephour to 8>><<endclick>><<ltiredness>><br> <<click [[Sleep for 7 hours|Wolf Cave Sleep]]>><<set $sleephour to 7>><<endclick>><<ltiredness>><br> <<click [[Sleep for 6 hours|Wolf Cave Sleep]]>><<set $sleephour to 6>><<endclick>><<ltiredness>><br> <<click [[Sleep for 5 hours|Wolf Cave Sleep]]>><<set $sleephour to 5>><<endclick>><<ltiredness>><br> <<click [[Sleep for 4 hours|Wolf Cave Sleep]]>><<set $sleephour to 4>><<endclick>><<ltiredness>><br> <<click [[Sleep for 3 hours|Wolf Cave Sleep]]>><<set $sleephour to 3>><<endclick>><<ltiredness>><br> <<click [[Sleep for 2 hours|Wolf Cave Sleep]]>><<set $sleephour to 2>><<endclick>><<ltiredness>><br> <<click [[Sleep for 1 hours|Wolf Cave Sleep]]>><<set $sleephour to 1>><<endclick>><<ltiredness>><br> <br> <<else>> <<click [[Sleep for 8 hours|Wolf Cave Sleep]]>><<set $sleephour to 8>><<endclick>><<ltiredness>><br> <<click [[Sleep for 7 hours|Wolf Cave Sleep]]>><<set $sleephour to 7>><<endclick>><<ltiredness>><br> <<click [[Sleep for 6 hours|Wolf Cave Sleep]]>><<set $sleephour to 6>><<endclick>><<ltiredness>><br> <<click [[Sleep for 5 hours|Wolf Cave Sleep]]>><<set $sleephour to 5>><<endclick>><<ltiredness>><br> <<click [[Sleep for 4 hours|Wolf Cave Sleep]]>><<set $sleephour to 4>><<endclick>><<ltiredness>><br> <<click [[Sleep for 3 hours|Wolf Cave Sleep]]>><<set $sleephour to 3>><<endclick>><<ltiredness>><br> <<click [[Sleep for 2 hours|Wolf Cave Sleep]]>><<set $sleephour to 2>><<endclick>><<ltiredness>><br> <<click [[Sleep for 1 hours|Wolf Cave Sleep]]>><<set $sleephour to 1>><<endclick>><<ltiredness>><br><br> <</if>> <<click [[Climb out of bed|Wolf Cave]]>><</click>><br><br> :: Wolf Cave Settings [nobr] <<settings>> <<click [[Back|Wolf Cave]]>><</click>><br> :: Wolf Cave NPC Settings [nobr] <<npcsettings>> <<click [[Back|Wolf Cave]]>><</click>><br> :: Wolf Cave Descent [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> You sit on the edge and try to lower yourself down, but the rock gives way and you fall into dark water. <br><br> <<click [[Next|Underground Lake]]>><</click>><br> :: Wolf Cave Sleep [nobr] <<sleep>><<effects>> <<if $nightmares gte 1 and $controlled is 0>> You dream you are being hunted by something dark and terrible. <<else>> You sleep soundly. <</if>> <<sleepeffects>> <<if $schoolwake is 1>><<set $schoolwake to 0>> You wake up to something mounting you.<br><br> <<click [[Let it happen|Wolf Cave Sleep Sex]]>><<set $sexstart to 1>><</click>><<deviant1>><br> <<click [[Push away|Wolf Cave Sleep Push]]>><</click>><br> <<else>> <br><br> <<click [[Get out of bed|Wolf Cave]]>><</click>><br><br> <</if>> :: Wolf Cave Sleep Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "wolf">> You shift your body to make things easier for the horny wolf.<<deviancy1>><<set $enemytrust -= 20>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "wolf">><<set $enemytrust -= 40>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> <</if>> <<endif>> <<effects>> <<effectsman>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> <span class="red">The wolves are too busy thinking about themselves to help you.</span><br><br> <</if>> <br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Wolf Cave Sleep Sex Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Wolf Cave Sleep Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Wolf Cave Sleep Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Wolf Cave Sleep Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Wolf Cave Sleep Sex]]>><</click>></span><<nexttext>> <</if>> :: Wolf Cave Sleep Push [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> You shove the wolf away from you.<<lharmony>><br><br> <<if $wolfpackferocity lte 19>> It leaves you in peace.<br><br> <<click [[Back to sleep|Wolf Cave Bed]]>><</click>><br> <<click [[Get up|Wolf Cave]]>><</click>><br> <<else>> It growls and tries to force itself on you!<br><br> <<click [[Next|Wolf Cave Sleep Sex]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Wolf Cave Sleep Sex Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>><<wolfpacktrust>><br> The wolf yawns and lies down.<br><br> <<tearful>> you try to find a comfy position again.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The wolf limps away from you.<br><br> <<tearful>> you try to find a comfy position again.<br><br> <<clotheson>> <<endcombat>> <<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>> The other wolves growl at the wolf assaulting you. It growls back at first, but then backs down and leaves you alone.<<lharmony>><br><br> <<tearful>> you try to find a comfy position again.<br><br> <<clotheson>> <<endcombat>> <<else>> The wolf yawns and lies down.<br><br> <<tearful>> you try to find a comfy position again.<br><br> <<clotheson>> <<endcombat>> <</if>> <<click [[Next|Wolf Cave Bed]]>><</click>><br> :: Wolf Cave Play [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> <<if $rng gte 51>> You play fight with one of the younger wolves. It jumps and grabs your arm in its mouth, but doesn't bite down hard, until it manages to pull you to the ground. It sniffs your groin.<br><br> <<click [[Let it continue|Wolf Cave Play Sex]]>><<set $sexstart to 1>><</click>><<deviant1>><br> <<click [[Push it away|Wolf Cave Clearing]]>><</click>><br> <<else>> You play something similar to hide-and-seek with the younger wolves. They're hesitant to stray too far from the cave, but there are many hiding places nearby. Their sense of smell gives them an advantage and they're quick to find you every time, but it's fun.<br><br> <<click [[Next|Wolf Cave Clearing]]>><</click>><br> <</if>> :: Wolf Cave Wash [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> You wash in the stream. The water is cold but clean.<br><br> <<wash>> <<click [[Next|Wolf Cave Clearing]]>><</click>><br> :: Wolf Cave Play Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "wolf">> The wolf becomes more bold.<<deviancy1>><<set $enemytrust -= 20>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "wolf">><<set $enemytrust -= 40>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> <</if>> <<endif>> <<effects>> <<effectsman>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> <span class="red">The wolves are too busy thinking about themselves to help you.</span><br><br> <</if>> <br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Wolf Cave Play Sex Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Wolf Cave Play Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Wolf Cave Play Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Wolf Cave Play Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Wolf Cave Play Sex]]>><</click>></span><<nexttext>> <</if>> :: Wolf Cave Play Sex Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>><<wolfpacktrust>><br> The wolf yawns and lies down.<br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The wolf limps away from you.<br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>> The other wolves growl at the wolf assaulting you. It growls back at first, but then backs down and leaves you alone.<<lharmony>><br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<else>> The wolf yawns and lies down.<br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <</if>> <<click [[Next|Wolf Cave Clearing]]>><</click>><br> :: Wolf Cave Fight [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">> <<if $phase is 2>> <<beast2init>> <<else>> <<beast1init>> <</if>> <<set $beasttype to "wolf">> You shift your body to make things easier for the horny wolf.<<deviancy1>><<set $enemytrust -= 20>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "wolf">><<set $enemytrust -= 40>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> <</if>> <<endif>> <<effects>> <<effectsman>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> <span class="red">The wolves are too busy thinking about themselves to help you.</span><br><br> <</if>> <br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Wolf Cave Fight Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Wolf Cave Fight Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Wolf Cave Fight Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Wolf Cave Fight Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Wolf Cave Fight]]>><</click>></span><<nexttext>> <</if>> :: Wolf Cave Help [nobr] <<set $location to "forest">><<effects>> You cry for help. <<if $wolfpackharmony gte 1>> The other wolves growl at the aggressor, who slinks away in response.<<lharmony>><br><br> <<destinationwolfcave>> <<else>> The other wolves don't care.<br><br> <<click [[Next|Wolf Cave Fight]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Wolf Cave Fight Finish [nobr] <<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>><<wolfpacktrust>><br> The wolf yawns and lies down.<br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The wolf limps away from you.<br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>> The other wolves growl at the wolf assaulting you. It growls back at first, but then backs down and leaves you alone.<<lharmony>><br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<else>> The wolf yawns and lies down.<br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <</if>> <<destinationwolfcave>> :: Wolf Cave Rank [nobr] <<set $location to "forest">><<effects>> <<if $phase is 0>> You stroke the low ranking wolf, and its ears perk up. The more dominant wolf growls, but doesn't press it.<<gharmony>><<lferocity>><<deviancy1>> <<click [[Next|Wolf Cave Fight]]>><<set $sexstart to 1>><</click>><br> <<elseif $phase is 1>> You stroke the high ranking wolf. The less dominant wolf walks away with its tail down.<<lharmony>><<gferocity>><<deviancy1>> <<click [[Next|Wolf Cave Fight]]>><<set $sexstart to 1>><</click>><br> <<elseif $phase is 2>> You stroke both wolves. The dominant wolf seems less pleased, but doesn't cause a fuss. It insists it takes you first.<<gharmony>><<gferocity>><<deviancy2>> <<click [[Next|Wolf Cave Fight Duo]]>><<set $sexstart to 1>><</click>><br> <<else>> You turn away from them both. The more dominant wolf growls, but doesn't press it.<br><br> <<destinationwolfcave>> <</if>> :: Wolf Cave Intervene [nobr] <<set $location to "forest">><<effects>> <<if $phase is 0>> You cover the wounded wolf with your body. The other wolf bares its teeth at you, but relents.<<gharmony>><<lferocity>><br><br> <<elseif $phase is 1>> You stroke the wolf who drew blood. It jumps at your touch, as if expecting attack, but continues once it realizes what you're doing.<<lharmony>><<gferocity>><br><br> <<else>> You ignore the wolves. The wounded wolf whimpers, and the other stops.<br><br> <</if>> <<destinationwolfcave>> :: Wolf Cave Calm [nobr] <<set $location to "forest">><<effects>> <<if $phase is 0>> You walk over to the black wolf and drop to your knees to stroke its head. It shakes you off, then presents its genitals to you.<br><br> <<click [[Take in hand|Wolf Cave Black Wolf]]>><<set $sexstart to 1>><</click>><<deviant1>><br> <<if $deviancy gte 55>> <<click [[Take in mouth|Wolf Cave Black Wolf]]>><<set $phase to 1>><<set $sexstart to 1>><</click>><<deviant4>><br> <</if>> <<click [[Refuse|Wolf Cave Calm]]>><<set $phase to 1>><</click>><br> <<elseif $phase is 1>> The black wolf continues harassing the other wolves, who do their best to avoid it. It calms down, but leaves the rest of the pack anxious.<<lharmony>><br><br> <<destinationwolfcave>> <<else>> You look at the black wolf right in the eyes and bare your teeth. It's anger is wiped from its face for a moment, but soon returns. It growls and lunges at you.<br><br> <<click [[Next|Wolf Cave Challenge]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Wolf Cave Black Wolf [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">> <<beast1init>> <<set $beasttype to "wolf">><<set $beastname to "blackwolf">> <<if $phase is 0>> You reach beneath the wolf and take it in your hand.<<npchand>><<deviancy1>> <<else>> You lean beneath the wolf.<<npcoral>><<deviancy4>> <</if>> <<blackwolfhealth>><<set $enemytrust -= 20>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "wolf">><<blackwolfhealth>><<set $enemytrust -= 40>> <<endif>> <<effects>> <<effectsman>> <br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Wolf Cave Black Wolf Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Wolf Cave Black Wolf Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Wolf Cave Black Wolf Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Wolf Cave Black Wolf]]>><</click>></span><<nexttext>> <</if>> :: Wolf Cave Black Wolf Finish [nobr] <<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>><<wolfpacktrust>><br> The black wolf calms down. The other wolves look grateful and relieved.<<gharmony>><br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<destinationwolfcave>> <<elseif $enemyhealth lte 0>> <<if $wolfpackleader is 1>> The black wolf limps away from you. The other wolves look relieved.<<gharmony>><br><br> <<else>> The whole pack watches as the black wolf rolls onto its back in submission.<br><br> <<tearful>> you howl. The other wolves howl with you. The black wolf hobbles away to nurse its injuries. <span class="gold">You can now lead the pack on hunts.</span><<set $wolfpackleader to 1>><br><br> <</if>> <<clotheson>> <<endcombat>> <<destinationwolfcave>> <<else>> The black wolf stops bothering you, but continues to bite and growl at the others.<<lharmony>><br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<destinationwolfcave>> <</if>> :: Wolf Cave Challenge [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "wolf">><<set $beastname to "blackwolf">><<blackwolfhealth>><<set $enemyanger += 200>><<set $enemytrust -= 40>> <<endif>> <<effects>> <<effectsman>> <br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Wolf Cave Challenge Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Wolf Cave Challenge Finish]]>><</click>></span><<nexttext>> <<elseif $pain gte 100>> <span id="next"><<click [[Next|Wolf Cave Challenge Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Wolf Cave Challenge]]>><</click>></span><<nexttext>> <</if>> :: Wolf Cave Challenge Finish [nobr] <<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>><<wolfpacktrust>><br> The black wolf calms down. The other wolves look grateful and relieved.<<gharmony>><br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<destinationwolfcave>> <<elseif $enemyhealth lte 0>> The whole pack watches as the black wolf rolls onto its back in submission.<br><br> <<tearful>> you howl. The other wolves howl with you. The black wolf hobbles away to nurse its injuries. <span class="gold">You can now lead the pack on hunts.</span><<set $wolfpackleader to 1>><br><br> <<clotheson>> <<endcombat>> <<destinationwolfcave>> <<else>> You fall to the ground, unable to fight any longer. The black wolf grabs your neck in its jaws and holds you to the floor for a moment, then releases you.<<gtrauma>><<gstress>><<gtrauma60>><<gstress60>><br><br> <<if $wolfpackpoisoned isnot 1>> <i>The black wolf is very strong. There must be a way to even things.</i><br><br> <</if>> <<clotheson>> <<endcombat>> <<destinationwolfcave>> <</if>> :: Wolf Cave Young [nobr] <<set $location to "forest">><<effects>> <<if $phase is 0>> You rush over to the young wolf and stroke its head. It rears up and licks your face. It's fine, just upset by the fall.<<gharmony>><<lferocity>><<ltrauma>><<lstress>><<ltrauma60>><<lstress60>><br><br> <<destinationwolfcave>> <<else>> You ignore the young wolf. It soon starts playing again. It's fine.<<lharmony>><<gferocity>><br><br> <<destinationwolfcave>> <</if>> :: Wolf River [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You run with the pack alongside the river. You come to a soft patch of grass. Some of the wolves lie down for a rest.<br><br> <<if $wolfpackleader gte 1>> <<click [[Rest (1:00)|Wolf River Rest]]>><<ltiredness60>><<pass60>><</click>><br> <<click [[No time for rest|Wolf River Rouse]]>><</click>><br> <<if $rng gte 51>> <<click [[Let the black wolf decide|Wolf River Rest]]>><<ltiredness60>><<pass60>><</click>><br> <<else>> <<click [[Let the black wolf decide|Wolf River Rouse]]>><</click>><br> <</if>> <<else>> <<if $rng gte 51>> The black wolf lies down too, and you and the other wolves follow suit.<br><br> <<click [[Next (1:00)|Wolf River Rest]]>><<ltiredness60>><<pass60>><</click>><br> <<else>> The black wolf growls at them, and they stand back up.<br><br> <<click [[Next|Wolf River Rouse]]>><</click>><br> <</if>> <</if>> :: Wolf Cliff [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You come to a decaying stump at the base of the cliff. There's a collection of mushrooms growing at its base, some red some pink. <<if $science gte 400>> You recognise the red ones as wolfshrooms, thought to grant strength and prized by warriors in ancient times. You recognise the pink ones too. They're an aphrodisiac, and poisonous to many animals. Including wolves. <<elseif $science gte 200>> You recognise the red ones as wolfshrooms, thought to grant strength and prized by warriors in ancient times. You don't recognise the pink ones. <<else>> You don't recognise either of them. <</if>> <br><br> <<click [[Take red mushroom|Wolf Cliff2]]>><<set $wolfpackshroom to "red">><</click>><br> <<click [[Take pink mushroom|Wolf Cliff2]]>><<set $wolfpackshroom to "pink">><<garousal60>><</click>><<garousal>><br> <<click [[Leave them alone|Wolf Cliff2]]>><</click>><br> :: Wolf River Rest [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> The pack rests for a while. You think you even fall asleep.<<gharmony>><<lferocity>><<ltiredness>><br><br> The wolves soon become restless, and the hunt continues.<<physique6>><br><br> <<wolfhuntevents>> :: Wolf River Rouse [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> The wolves are roused and the hunt continues.<<physique6>><br><br> <<wolfhuntevents>> :: Wolf Cliff2 [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> The wolves start to move again, and you run to keep up with them.<<physique6>><br><br> <<wolfhuntevents>> :: Wolf Deer [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You follow the deer tracks. They lift their heads more frequently, as if they can smell something you can't. After some time they break into a sprint.<br><br> <<if $physique gte 5000>> They don't hold back for you, <span class="green">but you're able to keep up.</span> You soon arrive at a clearing. On the other side stands a lone deer. It stops grazing and breaks into a panicked run at the sight of the pack.<br><br> <<if 20 + $wolfpackharmony + $wolfpackferocity gte $rng>> It bounds through the forest, weaving between the trees and out of sight. The black wolf breaks from the rest of the pack and races after it. You break into another clearing and find the black wolf stood triumphant over its prey.<br><br> The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better.<<lstress60>><<lstress>><br><br> The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it.<br><br> <<wolfpackhuntoptions>> <<else>> It bounds through the forest, weaving between the trees. The pack races after it, but running at such speed they tire quickly. The deer escapes.<br><br> <i>Higher harmony and ferocity increases the chance of a successful hunt.</i><br><br> Dejected but not broken, the wolves try to pick up the scent of easier prey. They catch something on the breeze and break into a run.<<physique6>><br><br> <<set $bus to "wolfcaveclearing">> <<wolfhuntevents>> <</if>> <<else>> They don't hold back for you, <span class="red">and you're unable to keep up</span>. You lose them in the forest.<br><br> <<click [[Next|Forest]]>><<set $forest to 60>><</click>><br> <</if>> :: Wolf Carrion [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You follow the trail and arrive at a grassy knoll. On its top lies a deer carcass, being chewed on by a wild boar. The boar spots the pack and glares down.<br><br> <<if $rng gte 51>> Before the rear wolves even arrive the boar leaps over the carcass and charges down the hill, straight at you!<br><br> <<click [[Stand your ground|Wolf Carrion Stand]]>><</click>><br> <<click [[Run|Wolf Carrion Run]]>><</click>><br> <<else>> Before the last wolf even arrives, the boar leaps over the carcass and charges down the hill, straight at the black wolf.<br><br> <<if $wolfpackharmony + $wolfpackferocity + 20 gte $rng>> The black wolf stands its ground. The boar veers away and runs into the forest.<br><br> The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better.<<lstress60>><<lstress>><br><br> The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it.<br><br> <<wolfpackhuntoptions>> <<else>> The black wolf stands its ground, and the boar's charge knocks it aside. It runs amok among the wolves, who panic and run for the safety of the trees.<br><br> <i>Higher harmony and ferocity increases the chance of a successful hunt.</i><br><br> You run with the pack into the forest. There must be easier prey.<<physique6>><br><br> <<set $bus to "wolfcaveclearing">> <<wolfhuntevents>> <</if>> <</if>> :: Wolf Bear [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You come to a small cave and see a large shape rise and fall in a steady rhythm. It's a bear, lying with its eyes shut beside a fresh kill. It looks like a deer. The pack creeps closer. They'll need the element of surprise.<br><br> <<set $skulduggerydifficulty to 300>> <<click [[Distract it|Wolf Bear Distract]]>><</click>><<skulduggerydifficulty>><br> <<click [[Attack|Wolf Bear Attack]]>><</click>><br> :: Wolf Hunters [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> The wolves seem uneasy. They wouldn't normally track a pack of humans unless the situation was dire. They follow you regardless. Their run slows to a prowl, and soon after you hear laughter ahead. You creep forward. Three hunters sit around a fire. A deer carcass lies on the ground beside them. They each have a rifle.<br><br> A frontal attack would be very risky.<br><br> <<if $exposed gte 2>> <<if $exhibitionism gte 75>> You feel more conscious of your <<lewdness>> now that you're faced with other people. It would be so embarrassing to stride into the middle of them like this. But it could work to your advantage.<br><br> <<set $skulduggerydifficulty to 400>> <<click [[Distract them|Wolf Hunters Distract]]>><<set $phase to 0>><</click>><<skulduggerydifficulty>><<exhibitionist5>><br> <<else>> You feel more conscious of your <<lewdness>> now that you're faced with other people. There's no way you can let them see you.<br><br> <</if>> <<elseif $exposed gte 1>> <<if $exhibitionism gte 35>> You feel more conscious of your <<lewdness>> now that you're faced with other people. It would be so embarrassing to stride into the middle of them like this. But it could work to your advantage.<br><br> <<set $skulduggerydifficulty to 600>> <<click [[Distract them|Wolf Hunters Distract]]>><<set $phase to 1>><</click>><<skulduggerydifficulty>><<exhibitionist3>><br> <<else>> You feel more conscious of your <<lewdness>> now that you're faced with other people. There's no way you can let them see you.<br><br> <</if>> <<else>> <<set $skulduggerydifficulty to 800>> <<click [[Distract them|Wolf Hunters Distract]]>><<set $phase to 2>><</click>><<skulduggerydifficulty>><br> <</if>> <<click [[Attack|Wolf Hunters Attack]]>><</click>><br> <<click [[Leave|Wolf Hunter Leave]]>><</click>><br> :: Wolf Deer2 [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $phase is 0>><<set $wolfpackshroom to "none">> You crumble the red mushroom onto the black wolf's food. It spots you and growls, but relents when it sees you carry nothing away. It returns to its place and continues eating. Over the next few hours it becomes more territorial, glaring at other wolves who approach the deer.<<gferocity>><br><br> <<elseif $phase is 1>><<set $wolfpackshroom to "none">> You crumble the pink mushroom onto the black wolf's food. It spots you and growls, but relents when it sees you carry nothing away. It returns to its place and continues eating. Over the next few hours it becomes lethargic. The other wolves notice and try their luck at parts of the deer they wouldn't normally be allowed.<<lferocity>><<set $wolfpackpoisoned to 1>><br><br> <</if>> You lie on the grass with your head resting on a wolf. All that running is tiring. You close your eyes and sleep. You're awoken when the wolf you were resting on stands up.<br><br> <<set $huntstate to "success">> <<wolfhuntevents>> :: Wolf Hunters Attack [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<generate1>><<generate2>><<generate3>> The wolves get into position around the camp, then rush in from all directions.<br><br> <<if $wolfpackharmony + $wolfpackferocity - 20 gte $rng>> The hunters are quick to react, but not quick enough. A <<person1>><<person>> reaches for <<his>> gun, which <<he>> left where <<he>> sat, but it's too late. The black wolf lunges and grabs <<his>> arm in its jaws.<br><br> The other wolves follow the black's lead. You back away as they drive the hunters into a tight circle with their backs against each other.<br><br> "Th-this is m-mad," the <<person>> stammers.<br><br> <<click [[Demand valuables|Wolf Hunters Valuables]]>><</click>><<crime>><br> <<click [[Let them go|Wolf Hunters Go]]>><</click>><br> <<else>> The hunters are quick to react. They grab their rifles and fire at the wolves. The bullets whiz into the forest. Though unharmed, the wolves turn their tails and flee to safety. You go with them.<<lharmony>><<lferocity>><br><br> <i>Higher harmony and ferocity increases the chance of a successful hunt.</i><br><br> You run into the forest once more, the pack following close behind. There must be easier prey.<<physique6>><br><br> <<set $bus to "wolfcaveclearing">> <<wolfhuntevents>> <</if>> :: Wolf Hunters Distract [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<generate1>><<generate2>><<generate3>> <<if $phase is 0>> You emerge from the safety of the trees, naked. You hear a wolf whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them.<<exhibitionism5>> They gape at you. The closest, a <<person1>><<personcomma>> is the first to speak. "Why, if it isn't a forest nymph, come to keep us warm." <<He>> stands up, and the others do too.<br><br> <<elseif $phase is 1>> You emerge from the safety of the trees, despite being exposed so. You hear a wolf whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them.<<exhibitionism3>> They gape at you. The closest, a <<person1>><<personcomma>> is the first to speak. "Looks like you forgot to dress properly." <<He>> stands up, and the others do too.<br><br> <<else>> You emerge from the safety of the trees. You hear a wolf whimper somewhere behind you but you don't stop. You see the hunters more clearly now, and march right into the middle of them.<br><br> They jump and reach for their guns when they see you, but soon calm down. The closest, a <<person1>><<personcomma>> is the first to speak. "You shouldn't sneak up on people like that," <<he>> says. "You're liable to get hurt." <<He>> leers at you as <<he>> stands up, and the others do too.<br><br> <</if>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> A <<person2>><<person>> cocks <<his>> head as if listening, <span class="green">but doesn't hear anything.</span> <<He>> grins at you. "Walking the woods all alone are we? Don't fret, we'll look after you."<br><br> "That's right," a <<person3>><<person>> says next as <<he>> eyes you up and down. "Question is, what shall we do with you?"<br><br> They're so taken by you they don't notice the many pairs of eyes glowing in the dark, drawing closer. The <<person1>><<person>> looks over <<his>> friend's shoulder and horror spreads on <<his>> face. <<He>> reaches for <<his>> gun, which <<he>> left where <<he>> sat, but it's too late. The black wolf lunges and grabs <<his>> arm in its jaws.<br><br> The other wolves follow the black's lead. You back away as they drive the hunters into a tight circle with their backs against each other.<br><br> "Th-this is m-mad," the <<person>> stammers.<br><br> <<click [[Demand valuables|Wolf Hunters Valuables]]>><</click>><<crime>><br> <<click [[Let them go|Wolf Hunters Go]]>><</click>><br> <<else>> <<skulduggeryskilluse>> "<span class="red">I heard that</span>," a <<person2>><<person>> announces, and in once swift movement <<he>> picks up a stone and hurls it into the shrubs around their camp. You hear rustling and pattering feet. It fades away. The pack was so on edge it was enough to spook them into fleeing.<br><br> "Looks like your friends have done a runner," a <<person3>><<person>> says. "Pity. I bet they're as cute as you." <<He>> reaches towards you. "Now come 'ere."<br><br> <<click [[Next|Wolf Hunter Rape]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Wolf Hunter Leave [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> It's not worth the risk. You turn and run, the relieved wolves following close behind.<<physique6>><br><br> <<set $bus to $wolfcaveclearing>> <<wolfhuntevents>> :: Wolf Hunters Valuables [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<set $wolfpackrob to 1>> <<if $submissive gte 1150>> "Give me your money and valuables," you say. "Then leave us to eat in peace."<br><br> <<elseif $submissive lte 850>> "Your money and valuables," you say. "Before I feed you to my family." The wolves growl.<br><br> <<else>> "Your money and valuables," you say. "Hurry, I can't hold them back forever." The wolves growl.<br><br> <</if>> They pull money out of pockets and take off their jewelry. They drop it all in a pile at their feet before being marched from the camp by the wolves nipping at their heels. The wolves rush to the deer carcass once they are out of earshot.<br><br> <<if $rng gte 96>> You find £200 in cash, as well as assorted baubles you think are very valuable.<<set $money += 20000>><<set $blackmoney += 800>><<crime1000>> <<elseif $rng gte 51>> You find £50 in cash, as well as assorted baubles you think are quite valuable.<<set $money += 5000>><<set $blackmoney += 50>><<crime100>> <<else>> You find £20 in cash, as well as assorted baubles you think are quite valuable.<<set $money += 2000>><<set $blackmoney += 30>><<crime50>> <</if>> <<endevent>> The black wolf keeps the choice parts of the deer for itself. You rummage in a bag left behind by the hunters and find some canned food that suits you better.<<lstress60>><<lstress>><br><br> The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it.<br><br> <<wolfpackhuntoptions>> :: Wolf Hunters Go [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $submissive gte 1150>> "Leave us alone," you say. "We only want to eat in peace."<br><br> <<elseif $submissive lte 850>> "Leave," you say. "Before I change my mind and feed you to my family." The wolves growl.<br><br> <<else>> "Leave," you say. "I can't hold them back forever." The wolves growl.<br><br> <</if>> The hunters nod and march from the camp with wolves nipping at their heels. The wolves rush to the deer carcass once they are out of earshot.<br><br> <<endevent>> The black wolf keeps the choice parts for itself. You rummage in a bag left behind by the hunters and find some canned food that suits you better.<<lstress60>><<lstress>><br><br> The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it.<br><br> <<wolfpackhuntoptions>> :: Wolf Hunter Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $enemyanger += 50>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Wolf Hunter Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Wolf Hunter Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Wolf Hunter Rape]]>><</click>></span><<nexttext>> <</if>> :: Wolf Hunter Rape Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "I said the trip would be worth it," the <<person1>><<person>> says. "What now?"<br><br> <<person2>>"I know," the <<person>> says. <<He>> produces a rope from a bag beside the fire and ties your arms together. "There. Have fun being wolf food." <<tearful>> you leave the camp. You walk until their laughter fades behind you.<br><br> <<set $leftarm to "bound">><<set $rightarm to "bound">> <<clotheson>> <<endcombat>> <<else>> The <<person1>><<person>> stumbles backwards and steps in the fire. <<tearful>> you push past <<him>> and flee into the forest.<br><br> <<clotheson>> <<endcombat>> <</if>> <<click [[Next|Forest]]>><<set $forest to 1>><</click>> :: Wolf Bear Distract [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> You sneak up to the cave. You think you hear the bear snore. <span class="green">You sneak behind it.</span> The rest of the pack inches closer. One of them snaps a twig, and the bear's eyes shoot open. You throw a rock at it, and it turns to face you. It rears up and roars, unaware of the wolves right behind it. They attack it from behind, biting at its limbs and clawing at its back.<br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> Groggy and surrounded, the bear stumbles away from the cave and leaves the deer carcass unguarded. The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better.<<lstress60>><<lstress>><br><br> The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it.<br><br> <<wolfpackhuntoptions>> <<else>> You sneak up to the cave. You think you hear the bear snore. <span class="red">You're right beside it when it opens it's eyes and looks straight at you!</span> The wolves flee into the night and the bear rears over you.<br><br> <<click [[Next|Wolf Bear Rape]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Wolf Bear Attack [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<generate1>><<generate2>><<generate3>> The wolves creep up to the cave. The bear's eyes open, and the wolves lunge at it.<br><br> <<if $wolfpackharmony + $wolfpackferocity + 20 gte $rng>> The bear tries to stand, but it's too late. Several sets of jaws clamp down on it's body. It roars in pain and swipes at the attackers, but they jump back to safety.<br><br> Groggy and hurt, the bear stumbles away from the cave and leaves the deer carcass unguarded. The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better.<<lstress60>><<lstress>><br><br> The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it.<br><br> <<wolfpackhuntoptions>> <<else>> The black wolf lunges, but the bear is too quick. It swipes the black wolf to the side, and the other wolves turn and flee. The black wolf follows, unhurt save for its pride.<br><br> <i>Higher harmony and ferocity increases the chance of a successful hunt.</i><br><br> You run with the pack into the forest. There must be easier prey.<<physique6>><br><br> <<set $bus to "wolfcaveclearing">> <<wolfhuntevents>> <</if>> :: Wolf Bear Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "bear">><<set $enemytrust -= 40>><<set $enemyanger += 40>><<set $enemyhealthmax to 400>><<set $enemyhealth to 400>><<set $enemyarousalmax to 1000>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Wolf Bear Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Wolf Bear Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Wolf Bear Rape]]>><</click>></span><<nexttext>> <</if>> :: Wolf Bear Rape Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the bear returns to sleep.<br><br> <<tearful>> you stagger from the cave.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $forest to 60>><</click>><br> <<elseif $enemyhealth lte 0>> You scare the mighty beast. It flees deeper into its abode. It's a shame the wolves ran, as there's nothing guarding the carcass.<br><br> <<tearful>> you stagger from the cave.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $forest to 60>><</click>><br> <</if>> :: Wolf Carrion Stand [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You plant your feet and stand your ground. <<if $physique gte $rng * 100 + 2000>> <span class="green">The boar veers away from you</span>, and runs into the forest.<br><br> The black wolf keeps the choice parts for itself. You find some berries growing nearby which serve you better.<<lstress60>><<lstress>><br><br> The pack lazes around, eating at their leisure. A small dispute breaks out and the black wolf leaves its place by the deer to quell it.<br><br> <<wolfpackhuntoptions>> <<else>> <span class="red">The boar doesn't stop.</span> It knocks you aside and runs amok among the wolves, who run for the safety of the forest. Before you can stagger to your feet the boar is on top of you.<br><br> <<click [[Next|Wolf Carrion Rape]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Wolf Carrion Run [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You run away from the boar. It runs amok among the wolves, who panic and run for the safety of the trees.<br><br> You run with the pack into the forest. There must be easier prey.<<physique6>><br><br> <<set $bus to "wolfcaveclearing">> <<wolfhuntevents>> :: Wolf Carrion Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">><<set $beasttype to "boar">> <<beast1init>> <<set $beaststance to "top">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Wolf Carrion Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Wolf Carrion Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Wolf Carrion Rape]]>><</click>></span><<nexttext>> <</if>> :: Wolf Carrion Rape Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the boar climbs the hill and continues to eat.<br><br> <<tearful>> you walk into the trees.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $forest to 60>><</click>><br> <<elseif $enemyhealth lte 0>> You scare the boar away from you. It squeals and flees. It's a shame the wolves ran as there's nothing guarding the carcass.<br><br> <<tearful>> you walk into the trees.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Forest]]>><<set $forest to 60>><</click>><br> <</if>> :: Wolf Cave Plant [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $phase is 1>><<set $phase to 0>> You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your chest. It's fragile and revealing, but it's better than nothing. <<plantupper>><br><br> <<elseif $phase is 2>><<set $phase to 0>> You search for plants long and sturdy enough to build an improvised garment. You find some suitable specimens and tie them together around your waist. It's fragile and revealing, but it's better than nothing. <<plantlower>><br><br> <</if>> <<click [[Next|Wolf Cave Clearing]]>><</click>><br> :: Wolf Cave Play Fight [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> You play fight with the young wolf. It bites your arm and tries to drag you to the ground. When that fails it bites your leg and tries there. It's not very strong.<br><br> <<destinationwolfcave>> :: Wolf Cave Lewd Play [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "wolf">> You adopt a mating posture and present yourself to the wolf.<<deviancy2>><<set $enemytrust -= 20>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> <</if>> <</if>> <<effects>> <<effectsman>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> <span class="red">The wolves are too busy thinking about themselves to help you.</span><br><br> <</if>> <br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Wolf Cave Lewd Play Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Wolf Cave Lewd Play Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Wolf Cave Lewd Play Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Wolf Cave Lewd Play Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Wolf Cave Lewd Play]]>><</click>></span><<nexttext>> <</if>> :: Wolf Cave Lewd Play Finish [nobr] <<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>><<wolfpacktrust>><br> The wolf yawns and lies down.<br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> The wolf limps away from you.<br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<elseif $rescue is 1 and $alarm is 1>><<set $rescued += 1>> The other wolves growl at the wolf assaulting you. It growls back at first, but then backs down and leaves you alone.<<lharmony>><br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<else>> The wolf yawns and lies down.<br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <</if>> <<destinationwolfcave>> :: Wolf Cave Fight Duo [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">> <<beast2init>> <<set $beasttype to "wolf">> You shift your body to make things easier for the horny wolf.<<deviancy1>><<set $enemytrust -= 20>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> <</if>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "wolf">><<set $enemytrust -= 40>> <<if $wolfpackharmony gte 1>> <<set $rescue to 1>> <</if>> <<endif>> <<effects>> <<effectsman>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> <span class="red">The wolves are too busy thinking about themselves to help you.</span><br><br> <</if>> <br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Wolf Cave Fight Duo Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Wolf Cave Fight Duo Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Wolf Cave Fight Duo Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Wolf Cave Fight Duo Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Wolf Cave Fight Duo]]>><</click>></span><<nexttext>> <</if>> :: Wolf Cave Fight Duo Finish [nobr] <<effects>> <<if $enemyhealth lte 0>> <<beastwound>> <<if $beastno gte 3>> The $beasttype recoils in pain and fear, but the other is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Wolf Cave Fight Duo]] <<elseif $beastno is 2>> The $beasttype recoils in pain and fear, but the other is eager for a go.<<set $beastno to $beastno - 1>><br><br> [[Next|Wolf Cave Fight Duo]] <<else>> The $beasttype recoils in pain and fear.<<set $beastno to $beastno - 1>><br><br> <<click [[Next|Wolf Cave Fight Duo Finish]]>><<set $finish to 1>><</click>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<if $beastno gte 3>> Satisfied, the $beasttype moves and another takes its turn.<<wolfpacktrust>><<set $beastno to $beastno - 1>><br><br> [[Next|Wolf Cave Fight Duo]] <<elseif $beastno is 2>> Satisfied, the $beasttype moves and the last takes its turn.<<wolfpacktrust>><<set $beastno to $beastno - 1>><br><br> [[Next|Wolf Cave Fight Duo]] <<else>> Satisfied, the $beasttype moves away from you.<<wolfpacktrust>><<set $beastno to $beastno - 1>><br><br> <<click [[Next|Wolf Cave Fight Duo Finish]]>><<set $finish to 1>><</click>> <</if>> <<else>> <<if $consensual is 1>> The wolves groom each other.<br><br> <<else>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The $beasttype whimpers and flees into the darkness between the trees. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The $beasttype leaves you lying on the grass. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the wolves flee between the trees. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The wolves leave you spent and shivering on the grass. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The wolves leave you spent and shivering on the grass. <</if>><br><br> <</if>> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<destinationwolfcave>> <</if>>
fire2244/degrees
game/loc-wolfpack.twee
twee
unknown
83,272
:: Connudatus Street Thievery [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">> You scan the crowds. <<if $daystate is "night">> So many are drunk at this hour. This shouldn't be hard. <</if>> <<if $rng gte 80>> <<if $daystate is "night">> <<generate1>><<person1>> A <<person>> staggers and falls to the ground in front of you. "I'm sho clumsy," <<he>> slurs, trying and failing to stand. <<if $pronoun is "m">> Looks like <<he>> lost <<his>> shirt somewhere, but <<he>> doesn't seem to care or even realise. <<else>> <<His>> low cut dress hangs loose as <<he>> leans forward, flashing <<his>> immodest breasts at you. <<He>> doesn't seem to care or even realise. <</if>> <br><br> <<click [[Rob them|Connudatus Drunkard Rob]]>><<crime5>><</click>><<crime>><br> <<click [[Just help them up|Connudatus Drunkard]]>><</click>><br> <<else>> <<generate1>><<person1>> A <<person>> leans forward in front of a stall, examining the display. <<His>> <<wallet>> hangs on a thin strap behind <<himstop>><br><br> <<click [[Snatch it|Connudatus Snatch]]>><<crime5>><</click>><<crime>><br> <<click [[Leave it|Connudatus Street]]>><<endevent>><</click>><br> <</if>> <<elseif $rng gte 60>> <<generate1>><<generate2>>A <<person1>><<person>> and <<person2>><<person>> sit outside a restaurant. The <<person1>><<persons>> <<wallet>> sits atop a bag by the <<his>> legs.<br><br> <<click [[Take it|Connudatus Thievery Restaurant]]>><<crime5>><</click>><<crime>><br> <<click [[Leave it|Connudatus Street]]>><<endevent>><</click>><br> <<elseif $rng gte 45>> <<generate1>><<person1>>You spot a tourist taking pictures. <<He>> probably has money to burn.<br><br> <<click [[Steal camera|Connudatus Camera]]>><</click>><br> <<click [[Leave|Connudatus Street]]>><<endevent>><</click>><br> <<elseif $rng gte 20>> A car pulls up in front of a shop. <<generate1>><<person1>>A <<person>> steps out and enters the building, leaving <<his>> car door open. And <<his>> <<wallet>> on the seat.<br><br> <<click [[Take it|Connudatus Car]]>><<crime5>><</click>><<crime>><br> <<click [[Leave it|Connudatus Street]]>><</click>><br> <<else>> <<generate1>><<person1>>A <<person>> sits on a bench, their <<wallet>> sat next to them.<br><br> <<click [[Take it|Connudatus Street Bench]]>><<crime5>><</click>><<crime>><br> <<click [[Leave it|Connudatus Street]]>><<endevent>><</click>><br> <</if>> :: Connudatus Drunkard [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">> <<famegood1>> You offer the <<person>> your hand and help <<him>> stand up. <<He>> takes a moment to steady. A group of people some distance away wave at <<himcomma>> and <<he>> waves back. "Thank you kind angel," <<he>> says before staggering to <<his>> friends.<br><br> <<endevent>> <<click [[Next|Connudatus Street]]>><</click>><br> :: Connudatus Drunkard Rob [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">> You lean down, holding <<his>> arm with one hand, and taking <<his>> <<wallet>> with the other. You lift <<him>> to <<his>> feet and <<he>> leans against you.<br><br> <<if $skulduggery lte 300>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from such an easy target.</span> <</if>> "I felt you touch me," <<he>> says. "I know what you want." <<He>> reaches down and gropes your <<groinstop>><br><br> <<if $promiscuity gte 55>> <<click [[Take advantage|Connudatus Drunkard Sex]]>><<set $sexstart to 1>><</click>><<promiscuous4>><br> <</if>> <<click [[Push away|Connudatus Drunkard Push]]>><</click>><br> :: Connudatus Drunkard Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<promiscuity4>> <<set $rescue to 1>> <<elseif $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Connudatus Drunkard Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Connudatus Drunkard Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Connudatus Drunkard Sex Finish]]>><</click>></span><<nexttext>> <<elseif $alarm is 1>> <span id="next"><<click [[Next|Connudatus Drunkard Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Connudatus Drunkard Sex]]>><</click>></span><<nexttext>> <</if>> :: Connudatus Drunkard Push [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "high">> You shove the <<person>> away from you. <<if $rng gte 71>> "Shtupid," <<he>> slurs. "Be a good <<girl>> and hold still."<br><br> <<click [[Next|Connudatus Drunkard Sex]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<He>> almost falls over again. "Oi," a voice shouts, "Leave that poor <<girl>> alone and get over here." The <<person>> looks over and waves, smiling. <<He>> returns to <<his>> friends.<br><br> <<connudatuswallet>> <<endevent>> <</if>> :: Connudatus Drunkard Sex Finish [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Oi," a voice shouts. "Leave that poor <<girl>> alone." The <<person>> looks in the direction of the voice. Seeming to forget about you, <<he>> turns away and walks to <<his>> friends.<br><br> <<clotheson>> <<elseif $enemyhealth lte 0>> You shove <<him>> to the ground. <<He>> struggles to get up again. <<tearful>> you flee to safety.<br><br> <<clotheson>> <<elseif $alarm is 1>> "Oi," a voice shouts. "Leave that poor <<girl>> alone." The <<person>> looks in the direction of the voice. Seeming to forget about you, <<he>> turns away and walks to <<his>> friends.<br><br> <<clotheson>> <<elseif $finish is 1>> <<He>> stumbles away from you.<br><br> <<clotheson>> <</if>> <br><br> <<connudatuswallet>> <<endcombat>> :: Connudatus Snatch [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $skulduggery lte 300>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from such an easy target.</span> <</if>> You grab the <<wallet>> as you walk past. <<if $rng gte 61>> The strap tenses and holds. The <<person>> turns and catches you red-handed. "You little brat," <<he>> says as <<he>> grabs your shoulder. "I'll teach you some respect."<br><br> <<click [[Next|Connudatus Snatch Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> It breaks free of the strap. You walk away, not changing your pace.<br><br> <<connudatuswallet>> <<endevent>> <</if>> :: Connudatus Snatch Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $enemyanger += 200>><<npcidlegenitals>> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Connudatus Snatch Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Connudatus Snatch Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $alarm is 1>> <span id="next"><<click [[Next|Connudatus Snatch Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyanger lte 50>> <span id="next"><<click [[Next|Connudatus Snatch Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Connudatus Snatch Molestation]]>><</click>></span><<nexttext>> <</if>> :: Connudatus Snatch Molestation Finish [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "You little harlot," <<he>> pants as <<he>> leans against the stall. <<tearful>> you seize the opportunity and escape. <<He>> turns back to you, but you're long gone. So is <<his>> <<walletstop>><br><br> <<clotheson>> <<elseif $enemyhealth lte 0>> You shove <<him>> into the stall. <<He>> crashes through it.<<tearful>> you flee to safety, <<his>> wallet in hand.<br><br> <<clotheson>> <<elseif $enemyanger lte 50>> The <<person>> leans against the stall. "That'll... that'll show <<phercomma>> so it will," <<he>> pants. <<tearful>> you seize the opportunity and escape. <<He>> turns back to you, but you're long gone. So is <<his>> <<walletstop>> <<clotheson>> <<else>> <<generate2>><<person2>>"What's wrong with you?" a <<person>> shouts. <<He>> grapples the <<person1>><<person>> and holds <<him>> back.<br><br> "The <<girl>> tried to take my <<wallet>> you idiot," the <<person>> yells as <<he>> shoves the interloper away. <<He>> looks around, eyes wild with anger. But <<he>> can't see you. Or <<his>> <<walletstop>> <<clotheson>> <</if>> <br><br> <<connudatuswallet>> <<endcombat>> :: Connudatus Thievery Restaurant [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $skulduggery lte 300>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from such an easy target.</span> <</if>> <<person1>>You kneel and pretend to tie your shoelaces. You pick up the <<wallet>> as you stand up. <<if $rng gte 61>> The <<person2>><<person>> spots you. "<<pShes>> robbing you! Look!" <<he>> shouts.<<gstress>><<gstress60>><br><br> <<set $skulduggerydifficulty to 400>> <<click [[Run|Connudatus Thievery Restaurant Run]]>><<crime30>><<gtiredness60>><</click>><<crime>><<gtiredness>><br> <<click [[Bluff|Connudatus Thievery Restaurant Bluff]]>><</click>><<skulduggerydifficulty>><br> <<else>> <br><br> <<connudatuswallet>> <<endevent>> <</if>> :: Connudatus Thievery Restaurant Run [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You dash away, disappearing into the crowds before they can even stand up. They managed to get a good look at you though.<br><br> <<connudatuswallet>> <<endevent>> :: Connudatus Thievery Restaurant Bluff [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $submissive gte 1150>> "I'm sorry!" you say, placing the <<person1>><<wallet>> on the table and looking between them. "My eyesight isn't very good and I thought it was mine." <<elseif $submissive lte 850>> "Actually," you say, placing the <<person1>><<wallet>> on the table. "I was just returning it to you. Someone else took it and I chased them down. You shouldn't make accusations like that." <<else>> "I work here," you say, placing the <<person1>><<wallet>> on the table. "It's against company policy to let patrons leave their valuables where they can be easily taken. You should be more careful in the future." <</if>> <br><br> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> The <<person>> turns to the <<person2>><<person>> "You always cause a scene."<br><br> "Cause a scene? I suppose I should keep quiet if I think you're being robbed then?"<br><br> <span class="green">You leave them to their argument, taking the <<person1>><<wallet>> with you.</span><br><br> <<connudatuswallet>> <<endevent>> <<else>> <span class="red">The <<person>> picks up the <<wallet>> and tucks it away.</span> "Sure," <<he>> says, looking at you with suspicion. You'll have to leave empty-handed this time.<br><br> <<endevent>> <<click [[Next|Connudatus Street]]>><</click>><br> <</if>> :: Connudatus Camera [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $submissive gte 1150>> "Excuse me <<sircomma>>" you say, tugging on <<his>> sleeve. "I like being helpful. Can I take a picture for you?" <<elseif $submissive lte 850>> "New in town?" you say. "You look like you could use a hand. How about I take a picture for you?" <<else>> "Hello," you say. "I can take a picture for you if you like." <</if>> <br><br> <<He>> smiles. "How sweet of you to offer. Here you go," <<he>> hands you the camera and steps several feet away from you. <<if $skulduggery lte 300>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from such an easy target.</span> <</if>> <br><br> <<if $rng gte 61>> <<He>> turns sooner than you'd hoped. "Hey!" <<he>> shouts. "Give that back!" You break into a run. <<He>> runs after you.<<gstress>><<gstress60>><<gtiredness60>><<gtiredness>><br><br> <<if $physique gte $rng * 100 + 6000>> You run around stalls and try to shake <<himcomma>> and <span class="green">succeed</span>. You find a quiet spot and examine the camera. <<if $rng gte 81>> Looks pretty expensive. You should be able to get something for it.<<set $blackmoney += 30>><<crime30>> <<elseif $rng gte 61>> It's a fairly common example, but should be worth something.<<set $blackmoney += 15>><<crime25>> <<elseif $rng gte 41>> It's a budget item for sure, but not worthless.<<set $blackmoney += 10>><<crime10>> <<elseif $rng gte 21>> It's pretty tacky looking, can't be worth much.<<set $blackmoney += 5>><<crime5>> <<else>> It's a tacky thing, not worth the plastic it's made of. <</if>> <br><br> <<endevent>> <<click [[Next|Connudatus Street]]>><</click>><br> <<else>> You run around stalls and try to shake <<himcomma>> but <span class="red">fail</span>. <<He>> chases you into an alley. You round a corner and find a fence blocking your path. The <<person>> stops behind you.<br><br> "They said the <<girls>> in this town were weak and submissive," <<he>> rolls up <<his>> sleeves. "I think I need to show you your place."<br><br> <<click [[Throw the camera|Connudatus Camera Throw]]>><</click>><br> <<click [[Stand your ground|Connudatus Camera Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> <<else>> <<He>> turns just in time to see you disappear into the crowd.<br><br> You find a quiet spot and examine the camera. <<if $rng gte 81>> Looks pretty expensive. You should be able to get something for it.<<set $blackmoney += 30>><<crime30>> <<elseif $rng gte 61>> It's a fairly common example, but should be worth something.<<set $blackmoney += 15>><<crime25>> <<elseif $rng gte 41>> It's a budget item for sure, but not worthless.<<set $blackmoney += 10>><<crime10>> <<elseif $rng gte 21>> It's pretty tacky looking, can't be worth much.<<set $blackmoney += 5>><<crime5>> <<else>> It's a tacky thing, not worth the plastic it's made of. <</if>> <<endevent>> <br><br> <<click [[Next|Connudatus Street]]>><</click>><br> <</if>> :: Connudatus Camera Throw [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You throw the camera behind <<himstop>> <<He>> runs after it. "If you've broken it, I'll break you," <<he>> says as it bounces along the ground. You climb the fence and haul yourself over to the other side while <<hes>> distracted. You're long gone by the time <<he>> turns around.<br><br> <<click [[Next|Connudatus Street]]>><<endevent>><</click>><br> :: Connudatus Camera Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $enemyanger += 150>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Connudatus Camera Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Connudatus Camera Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Connudatus Camera Molestation]]>><</click>></span><<nexttext>> <</if>> :: Connudatus Camera Molestation Finish [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "That's it," <<he>> says. "That's why I'm here. You can keep the camera whore, I'll just buy another." <<He>> leaves the way <<he>> came.<br><br> <<clotheson>> <<elseif $enemyhealth lte 0>> You shove <<him>> to the ground and start climbing the fence. By the time <<hes>> on <<his>> feet you've escaped. You keep moving for a while then find a quiet place where you won't be disturbed.<br><br> <<clotheson>> <<else>> <</if>> <br><br> You examine the camera. <<if $rng gte 81>> Looks pretty expensive. You should be able to get something for it.<<set $blackmoney += 30>><<crime30>> <<elseif $rng gte 61>> It's a fairly common example, but should be worth something.<<set $blackmoney += 15>><<crime25>> <<elseif $rng gte 41>> It's a budget item for sure, but not worthless.<<set $blackmoney += 10>><<crime10>> <<elseif $rng gte 21>> It's pretty tacky looking, can't be worth much.<<set $blackmoney += 5>><<crime5>> <<else>> It's a tacky thing, not worth the plastic it's made of. <</if>> <br><br> <<endcombat>> <<click [[Next|Connudatus Street]]>><</click>> :: Connudatus Car [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $skulduggery lte 300>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from such an easy target.</span> <</if>> <<if $rng gte 51>> You walk up to the open car and pick up the <<wallet>> like you have every right to, just as the <<person>> exits the building. <<He>> hasn't seen you yet but <<he>> soon will.<<gstress>><<gstress60>><br><br> <<click [[Run|Connudatus Car Run]]>><<crime30>><</click>><<crime>><br> <<click [[Hide in the car|Connudatus Car Hide]]>><</click>><br> <<click [[Leave it|Connudatus Street]]>><<endevent>><</click>><br> <<else>> You walk up to the open car and pick up the <<wallet>> like you have every right to. When the <<person>> returns <<he>> drives away without noticing anything wrong.<br><br> <<connudatuswallet>> <<endevent>> <</if>> :: Connudatus Car Run [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You run, <<wallet>> in hand. It takes the <<person>> a moment to react, time enough for you to disappear in the crowded street.<br><br> <<connudatuswallet>> <<endevent>> :: Connudatus Car Hide [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> With the <<wallet>> in hand you dive into the car and crawl beneath the back seat. <<if $rng gte 51>> The <<person>> sits down and starts the engine, unaware that <<his>> <<wallet>> is missing or that <<he>> has a passenger.<br><br> You hide beneath the seat as the car bumps along the road. You don't wait long before <<he>> pulls to a stop. You hear a gate open and the car drives a bit more, before stopping once more. The driver leaves the car, this time shutting the door.<br><br> You peak out the window. You're in one of the compounds on Elk Street. A chain link fence towers around the edge, protecting several red brick buildings. You climb out of the car.<br><br> <<pass5>> You open the <<walletstop>> It's empty.<br><br> <<endevent>> <<click [[Look around|Elk Compound]]>><</click>><br> <<else>> The <<person>> sits down, looks around, then climbs back out. <<He>> must think <<he>> left <<his>> <<wallet>> in the building.<br><br> You rise from your hiding place and escape the car before <<he>> returns.<br><br> <<connudatuswallet>> <<endevent>> <</if>> :: Connudatus Street Bench [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $rng gte 61>> You walk behind the bench, reach over and take the <<wallet>> from its seat.<<gstress60>><<gstress>> <<if $uppertype is "naked">> The <<person>> tries to grab you, but you shake <<him>> free and run to safety.<br><br> <<else>> The <<person>> grabs your $upperclothes.<<set $upperintegrity -= 10>> <<if $upperintegrity lte 0>> You pull away from <<himcomma>> but your clothing tears free in <<his>> grip. <<integritycheck>><<exposure>><<covered>> You run to safety. <<else>> You shake <<him>> free, but hear your $upperclothes tear slightly. You run to safety. <</if>> <br><br> <</if>> <<if $skulduggery lte 300>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from such an easy target.</span> <</if>> <br><br> <<connudatuswallet>> <<endevent>> <<else>> You walk behind the bench, reach over and take the <<wallet>> without the <<person>> even noticing.<br><br> <<if $skulduggery lte 300>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from such an easy target.</span> <</if>> <br><br> <<connudatuswallet>> <<endevent>> <</if>>
fire2244/degrees
game/skul-connudatus.twee
twee
unknown
20,843
:: Dance Studio [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You are in the dance studio. Here you can pay for lessons to improve your dancing skill. The instructor is said to be well-connected in the professional scene. Lessons cost £12.<br><br> <<if $stress gte 10000>><<passoutshop>> <<else>> <<if $closinghour is 1>> It's closing time. The receptionist is herding everyone outside.<<if $exposed gte 1>>Panic swells within you as you realise how exposed you'll be should you be found in this state of dress.<</if>><br><br> <<elseif $openinghours is 0>> You are alone in the darkness.<br><br> <<elseif $exposed gte 1>> You are hiding in a cupboard to protect your dignity.<br><br> <</if>> <<if $openinghours is 1 and $money gte 1200 and $exposed lt 1>> <<click [[Take a lesson (1:00)|Dancing Lesson]]>><<set $phase to 0>><<set $money to $money - 1200>><<set $dancestage to 0>><</click>> Costs £12 <<gtiredness>> <</if>> <<if $openinghours is 0 and $closinghour isnot 1 and $dancestudiotheft isnot 1>> <<click [[Examine the cash register|Dance Studio Register]]>><</click>><br> <</if>> <br> [[Leave|Barb Street]]<br> <br> <</if>> :: Dance Studio Lock [nobr] <<set $outside to 0>><<effects>><<set $lock to 200>> <<openinghours>> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Dance Studio]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Barb Street]]>><</click>><br> :: Dancing Lesson [nobr] <<effects>> <<if $dancestudiointro is 1 and $phase is 0>><<pass20>><</if>><<set $outside to 0>><<set $location to "town">><<effects>> <<if $dancestudiointro isnot 1>><<set $dancestudiointro to 1>> <<charlie>><<person1>>You pay the receptionist who ushers you through the door to her left. You enter into a large room with wood panel floors and mirrors lining the walls. A dozen people are already inside. It's easy to pick out the instructor. Hands on hips, <<he>> stands addressing the class, explaining the importance of proper warm up exercises.<br><br> The door closes behind you, alerting <<him>> to your presence. <<He>> turns <<his>> emerald eyes to you and smiles. "We have a new student! Welcome." Short ginger hair crowns <<his>> freckled face. <<His>> skintight outfit shows off <<his>> toned and athletic body. <<if $charlieactivegender is "m">>You can't help but notice the bulge of <<his>> penis pressing against <<his>> bottoms. <<elseif $charlieactivegender is "f">><<His>> generous breasts are held close to <<his>> torso, giving <<him>> a slim outline.<</if>><br><br> If <<he>> noticed your lewd gaze, <<he>> gives no sign. You should introduce yourself, but how?<br><br> <<click [[Timidly|Dancing Lesson]]>><<set $charlielove to $charlielove + 20>><<set $phase to 1>><</click>><br> <<click [[Confidently|Dancing Lesson]]>><<set $phase to 2>><</click>><br> <<click [[Flirtatiously|Dancing Lesson]]>><<set $charlielove to $charlelove - 10>><<lstress60>><<ltrauma60>><<set $phase to 3>><</click>><<promiscuous1>><<lstress>><<ltrauma>><br> <<elseif $phase is 1>><<set $phase to 0>> "H-hello..." you mumble, eyes transfixed on your feet.<br><br> Without saying anything, the instructor walks over to you and puts a protective arm around your shoulders. <<He>> whispers, "Don't worry, I don't bite. My name's Charlie. I'll help you out of your shell." <<He>> gently escorts you over to the rest of the class before commencing the lesson.<br><br> <<click [[Next|Dancing Lesson]]>><<endevent>><</click>><br> <<elseif $phase is 2>><<set $phase to 0>> "Pleased to meet you! I can't wait to get started!"<br><br> The instructor responds, "Woah there, eagerness is all well and good, but too much will get your muscles strained." Despite <<his>> caution, <<he>> seems happy. "Come on over. I'm Charlie by the way. I'll be your teacher. Right then, where was I." You head over as the lesson commences.<br><br> <<click [[Next|Dancing Lesson]]>><<endevent>><</click>><br> <<elseif $phase is 3>><<set $phase to 0>> <<promiscuity1>>"Nice outfit. Really shows off your assets." You let your eyes probe <<his>> body, letting <<him>> know exactly which assets you mean.<br><br> <<He>> shifts uncomfortably on the spot, as if suddenly self-conscious. <<He>> looks annoyed, "Would you like to take your place over here? My name's Charlie." <<He>> turns back to the rest of the class as you head over. The lesson soon commences.<br><br> <<click [[Next|Dancing Lesson]]>><<endevent>><</click>><br> <<elseif $dancestage gte 2>><<gtiredness20>><<set $danceskill to $danceskill + 15>><<danceskilluse>><<wearandtear>><<physique2>> The rest of the lesson passes uneventfully.<br><br> <<click [[Next|Dance Studio]]>><<endevent>><</click>> <<else>> <<if $exposed gte 1>> You seem to be distracting the class somehow. Looking down, you immediately discover why. Yelping, you cover yourself as Charlie rushes over to you with some towels.<<towelup>><<garousal>><<gstress>><<gtrauma>><<garousal10>><<gstress10>><<gtrauma10>><<set $charlielove to $charlielove + 1>><br><br> <</if>> <<gtiredness20>><<set $dancestage to $dancestage + 1>><<set $danceskill to $danceskill + 15>><<danceskilluse>><<wearandtear>><<physique2>><<charlie>><<person1>> <<if $rng lte 20>><<set $dancelesson to "barre">> You stretch and work your muscles using a barre. <<if $danceskill lte 200>> It's hard work to stay balanced. You can see in the mirror that you look a bit silly, especially compared to the more experienced students. <<elseif $danceskill lte 800>> You're pretty good at staying balanced. You are able to practise more advanced techniques. <<else>> You are able to use it as a surrogate partner, supporting your weight as you practise airborne techniques. Some of the other students look on with envy. <</if>><br><br> <<elseif $rng lte 40>><<set $dancelesson to "duo">><<generate2>><<person2>> You partner up with a <<personstop>> <<if $danceskill lte 200>> <<He>> has more experience than you, so you let <<him>> take the lead. <<elseif $danceskill lte 800>> You practise techniques requiring a partner, taking turns supporting one another. <<elseif $danceskill lte 1000>> Being so experienced, you take the lead, careful not to push <<him>> too hard. <</if>><br><br> <<elseif $rng lte 60>><<set $dancelesson to "airbarre">> You stretch and work your muscles using an air barre. <<if $danceskill lte 200>> More experienced students use it to develop strength and poise. You just have fun swinging around. <<elseif $danceskill lte 800>> You work on developing your poise. <<elseif $danceskill lte 1000>> Held aloft, you are able to fully demonstrate your grace and skill. <</if>><br><br> <<if $skirt is 1>> You quickly realise it may have been a mistake to wear a skirt. Performing airborne exercises without displaying your <<undies>> for the whole class to see proves to be virtually impossible.<<garousal>><<gstress>><<gtrauma>><br><br> <</if>> <<elseif $rng lte 80>><<set $dancelesson to "instructor">> Charlie gives you some personal attention. <<if $danceskill lte 200>> <<He>> helps you with the basics. <<elseif $danceskill lte 800>> <<He>> demonstrates some new steps for you to try. <<elseif $danceskill lte 1000>> <<He>> helps you iron out some flaws in your posture. <</if>><br><br> <<elseif $rng lte 100>><<set $dancelesson to "noinstructor">> Charlie demonstrates some moves in front of the class, who do their best to emulate <<himstop>><br><br> <</if>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> <<eventsdance>> <<else>> <<click [[Next|Dancing Lesson]]>><<endevent>><</click>> <</if>> <</if>> :: Widgets Events Dance [widget] <<widget "eventsdance">><<nobr>> <<set $dangerevent to random(1, 100)>> <<if $dancelesson is "barre">> <<endevent>><<generate1>><<person1>>Charlie announces that they need to clear some room and asks you and a <<person>> to put the away the portable barre. You manage to carry it out of the studio and into a room filled with other equipment. As you put it down however, you hear the door shut behind you. You turn to find the <<person>> advancing on you, lust in <<his>> eyes.<br><br> <<click [[Next|Dance Studio Molestation]]>><<set $molestationstart to 1>><</click>> <<elseif $dancelesson is "duo">> You don't think <<he>> has to keep <<his>> hand that close to your butt. Or pull your body that close against <<his>> for that matter. You can feel <<his>> hardened <<if $penis2 is "clothed">>penis<<else>>nipples<</if>> pressing against you.<br><br> <<click [[Endure|Dance Studio Duo]]>><<set $phase to 0>><</click>><<garousal>><br> <<click [[Push away|Dance Studio Duo]]>><<set $phase to 1>><</click>><br> <<if $promiscuity gte 15>> <<click [[Reciprocate|Dance Studio Duo]]>><<set $phase to 2>><</click>><<promiscuous2>><br> <</if>> <<elseif $dancelesson is "airbarre">> The barre gives way slightly, enough to disrupt your delicate balance. Instinct causes you to twist in an attempt to save yourself from falling. You succeed, but the barre becomes wrapped around your waist. <br><br> <<if $lowertype is "naked">> <<if $undertype isnot "naked" and $undertype isnot "chastity">> You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud. As you regain your bearings, you see your $underclothes suspended in the air above you. Flustered at your <<undies>> being exposed in the middle of class like this, you hasten to recover your $underclothes as quickly as you can, conscious of the whispers and giggling all around you. <<gtrauma>><<gstress>><<garousal>> <<else>> You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud. Your legs spread apart, giving the whole room a clear view of your <<undies>> and causing your face to flush red with embarrassment. You hasten to cover up as quickly as you can, conscious of the whispers and giggling all around you. <<gtrauma>><<gstress>><<garousal>> <</if>> <<elseif $danceskill gte 600>> You skillfully shift your weight and ride the momentum back into an upright position. That was close! <<else>> You try to struggle back upright, but with no success. Worse, you start to slip despite the barre coiled tightly around your body. You fall onto your back with a thud. As you regain your bearings, you see your <<bottoms>> suspended in the air above you. Flustered at your <<undies>> being exposed in the middle of class like this, you hasten to recover your <<bottoms>> as soon as you can, conscious of the whispers and giggling all around you. <<gtrauma>><<gstress>><<garousal>> <</if>> <br><br> <<click [[Next|Dancing Lesson]]>><<endevent>><</click>> <<elseif $dancelesson is "instructor">> <<He>> presses <<his>> body against your back and holds your hands in <<his>> own so that <<he>> can more directly demonstrate to you. Despite <<him>> making no overtly sexual moves, you can't help but feel a little turned on with <<his>> toned body so intimately close to yours.<<garousal>><<garousal30>><br><br> <<click [[Meek Compliment|Dance Studio Instructor]]>><</click>><br> <<click [[Confident Brag|Dance Studio Instructor]]>><<set $phase to 1>><</click>><br> <<if $promiscuity gte 15>> <<click [[Flirt|Dance Studio Instructor]]>><<set $phase to 2>><</click>><<promiscuous2>><br> <</if>> <<else>> The receptionist peeks her head through the door and looks at Charlie, who seems to understand her meaning. "I need to take five." <<he>> announces. "Keep practicing, I won't be long."<br><br> <<endevent>> <<if $dancestudioanger gte 10>><<set $dancestudioanger to $dancestudioanger - 10>> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>><<person1>>The sound of the door shutting is more ominous than usual. You soon realise why, the rest of the room is all but silent. Everyone else is looking at you. A <<person>> speaks "We've had enough of your shit. Time for a real lesson." They rush toward you.<br><br> <<click [[Next|Dance Studio Strip]]>><<set $molestationstart to 1>><<set $timer to 10>><</click>><br> <<else>> How do you want to conduct yourself while Charlie is away?<br><br> <<click [[Focus on practicing|Dancing Lesson No Instructor]]>><</click>><br> <<click [[Help other students|Dancing Lesson No Instructor]]>><<set $phase to 1>><</click>><br> <<if $trauma gte 1 and $danceskill gte 200>> <<click [[Showboat your skills in front of less experienced students|Dancing Lesson No Instructor]]>><<set $phase to 2>><</click>><<lstress>><br> <</if>> <</if>> <</if>> <</nobr>><</widget>> :: Dance Studio Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Dance Studio Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Dance Studio Molestation Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Dance Studio Molestation]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Dance Studio Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Dance Studio Molestation Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Dance Studio Molestation]]>><</click>></span><<nexttext>> <<endif>> :: Dance Studio Molestation Ejaculation [nobr] <<effects>> <<ejaculation>> <<if $enemyanger gte ($enemyangermax / 5) * 3>> <<He>> punches you in the gut. "Don't you DARE tell anyone about this." Before leaving, <<he>> spits on you for good measure.<<violence3>><br><br> <<elseif $enemyanger gte 1>> "Don't you dare tell anyone about this." With that, <<he>> leaves.<br><br> <<else>> <<He>> smiles at you, "Let this be our little secret, okay?" <<He>> leaves you sprawled on the floor.<br><br> <</if>> <<clotheson>> <<tearful>> you struggle to your feet and make your way back to the studio. You hope you can put on a brave face.<br><br> <<endcombat>> <<click [[Next|Dancing Lesson]]>><</click>> :: Dance Studio Molestation Escape [nobr] <<effects>> <<He>> yells out and falls to the ground. <<tearful>> you use the opportunity to flee the room and escape back to the studio. <br><br> <<endcombat>> <<charlie>><<person1>><<set $charlielove to $charlielove + 2>>Charlie immediately recognizes that something is wrong. <<He>> pulls you aside and gently inquires. Wanting to put your ordeal behind you, you tell <<him>> that everything is fine. Charlie continues the lesson, but still looks concerned.<br><br> <<clothesontowel>> <<endevent>> <<click [[Next|Dancing Lesson]]>><</click>> :: Dance Studio Duo [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> Your reticence encourages <<him>> to be more bold. <<He>> takes every opportunity to grope and fondle you as you try your best to ignore <<him>> and focus. You breathe a sigh of relief when Charlie announces that it's time for something different.<<garousal60>><br><br> <<elseif $phase is 1>> You push <<him>> away from you, causing <<him>> to trip over <<his>> feet and falls loudly to the floor. Cursing, <<he>> stands up as Charlie announces that it's time to change partners. The <<person2>><<person>> gives you one last angry look before being matched up with an elderly <<if $pronoun is "m">>woman<<else>>man<</if>>.<<set $dancestudioanger to $dancestudioanger + 1>><br><br> <<elseif $phase is 2>> <<promiscuity2>>Not wanting to be outdone, you return <<his>> fondling with your own. Hiding the lewd touching under the veneer of dance practice, you grope each other right in the middle of the room, the rest of the class ignorant of the lechery occuring right in front of them. By the time Charlie calls for a stop, both you and the <<person>> are breathing far more heavily than anyone else.<br><br> <</if>> <<click [[Next|Dancing Lesson]]>><<endevent>><</click>> :: Dance Studio Instructor [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> You turn your head to look at <<him>> "I hope to be as good as you someday." You avert your eyes meekly when <<he>> tries to meet your gaze.<br> <<He>> squeezes your hands slightly, "You will be, and sooner than you think." You swear <<he>> gives you more attention than the other students for the rest of the lesson.<<set $charlielove to $charlielove + 2>> <<danceskilluse>><br><br> The other students notice too, some give you jealous looks.<<set $dancestudioanger to $dancestudioanger + 1>> <<elseif $phase is 1>> "You'd better watch out." you announce, "I'll be bettering you soon!"<br> <<He>> laughs, "I hope so, means I've done my job right. Now, shut your yap a moment and watch closely..." <<elseif $phase is 2>> You rub your butt against <<his>> crotch. "You're so fit and well formed, I don't know how you do it."<br> <<He>> moves <<his>> pelvis away from you, blood rushing to <<his>> face. "Y-yes. I mean, no, I mean... you're doing ok, I need to go check on someone else." <<He>> avoids looking in your direction for the rest of the lesson.<<set $charlielove to $charlielove - 2>><<promiscuity2>> <</if>> <br><br> <<click [[Next|Dancing Lesson]]>><<endevent>><</click>><br> :: Dance Studio Strip [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcstrip>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $timer gte 1>> <span id="next"><<click [[Next|Dance Studio Strip]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Dance Studio Strip Finish]]>><</click>></span><<nexttext>> <</if>> :: Dancing Lesson No Instructor [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> You practice as Charlie demonstrated. It's not long before <<he>> returns. <<danceskilluse>> <<elseif $phase is 1>> A <<generate2>><<person2>><<person>> near you loses their balance would have fallen to the floor had you not intervened. You spend some time helping them with their balance. You don't learn much yourself, but <<he>> is clearly grateful. Charlie soon returns.<<set $dancestudioanger to $dancestudioanger - 1>> <<elseif $phase is 2>> You flaunt your skill in front of the other students. It feels good to act superior, but the looks you receive suggest that the other students dislike being shown up like this. Charlie soon returns.<<lstress60>><<set $dancestudioanger to $dancestudioanger + 1>> <</if>> <br><br> <<click [[Next|Dancing Lesson]]>><<endevent>><</click>> :: Dance Studio Strip Finish [nobr] You hear Charlie's voice growing louder above the jeers of your assailants. "There's more where this came from," the <<person2>><<person>> says as they cease their attack.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Dancing Lesson]]>><</click>>
fire2244/degrees
game/skul-dance studio.twee
twee
unknown
20,002
:: Danube Meal [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<upperruined>><<lowerruined>><<underruined>><<set $leftarm to "bound">><<set $rightarm to "bound">> <<generate1>><<generate2>><<generate3>><<generate4>><<generate5>><<generate6>>You awaken in darkness, yet you hear muffled voices all around you. You can barely move; your arms and legs have been hogtied behind your back. There's something lodged in your mouth, gagging you. You think you smell roast vegetables.<br><br> You hear what sounds like metal clanging on metal, and you are blinded by a sudden light. Polite applause erupts around you before your eyes adjust. Once they do, you find that you're lying exposed and helpless on a platter in the middle of a table, surrounded by <<if $malechance is 0>>women<<elseif $malechance is 100>>men<<else>>people<</if>> in fancy dinner wear. You hear the clink of cutlery on glass and the applause tapers off.<br><br> <<person1>>A voice behind you speaks. "I hope everyone's enjoyed their evening so far. As you can see, we have something quite special for pudding." <<He>> claps <<his>> hands and you hear doors opening, followed by footsteps. Two pairs of arms grab you by the shoulders and hoist you up, positioning you on your shins and giving you a better view of the room. You see the speaker stood at one end of the table, glass in hand, a proud smile on <<his>> face. <<He>> nods at the pair who lifted you, a <<person2>><<person>> and <<person3>><<person>> each wearing servant's garb.<br><br> Without warning, both start pouring a cold white liquid on your chest with large wooden ladles. The sensation makes you gasp, eliciting mischievous whispers from some of the guests. It runs over your nipples, making them feel even more raw and sensitive, and doesn't stop there. When it reaches your <<genitals>> the speaker licks <<his>> lips. They aren't going to eat you, surely!<br><br> <<click [[Next|Danube Meal2]]>><</click>> :: Danube Meal2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> More servants enter, carrying baskets full of strawberries. <<if $undertype is "chastity">> The host caresses your chastity belt. "It has protection, but that won't matter." One of the servants tapes a pink plastic object to the belt. <<else>> One of the servants tapes a pink plastic object to your <<genitalsstop>> <</if>> A moment later the device fires into activity. The vibrations are powerful, saturating you to the core. You involuntarily jerk at the abrupt sensation and a muffled yelp escapes your gag. <<set $arousal += 4000>><<garousal>><<gstress10>><<gstress>><<gtrauma10>><<gtrauma>><br><br> <<if $arousal gte 10000>><<orgasmpassage>><<danubemeal>><</if>> The guests take turns dipping their strawberries in the cream covering your body, which is steadily resupplied by the servants. The pool around your knees grows, but they're only interested in scooping the cream directly from your body. They have a particular interest in your nipples, and frequently tease them with fruit. <<set $arousal += 4000>><<garousal>><<gstress10>><<gstress>><<gtrauma10>><<gtrauma>><br><br> <<if $arousal gte 10000>><<orgasmpassage>><<danubemeal>><</if>> This continues for a time, until another clinking interruption by the host. "I hope you found that enjoyable, it's not every day we can acquire something quite so delectably..." <<person1>>The servants push you face down into the cream before covering you with a lid, reducing the rest of the speech to an inaudible muffle. You feel yourself being lifted and carried, the sound of the host's voice growing fainter.<br><br> You hear a door opening, and then you fly through the air before landing on hard pavement. A rain of leftover food falls on top of you, and you hear a door close. Did they just dump you out with the trash? Fortunately, the impact loosened your bonds and you manage to struggle your legs free. Your arms remain bound however.<br><br> <<endevent>> You have yet to recover your bearings when a growl sends a chill down your back. You realise why they would just dump food onto the ground like this. Three stray dogs advance on you, hunger in their eyes. <<if $bestialitydisable is "t">> You flee, dropping cream and strawberries as you go. You manage to escape them, but not without injury. <<beastescape>><br><br> <<set $stress -= 1000>> <<residentialquick>> <<else>> <br><br> <<click [[Next|Danube Meal Dogs]]>><<set $molestationstart to 1>><</click>> <</if>> :: Widgets Danube Meal [widget] <<widget "danubemeal">><<nobr>> <<if $orgasmdown gte 1>><<set $orgasmdown to 0>> <<if $orgasmcurrent lte 0>> <<elseif $orgasmcurrent lte 1>> The guests laugh and applaud at the sight of you writhing in climax. One of the servants quickly moves a basket of strawberries in front of your <<genitalsstop>> <<if $orgasmcount lte 12>><<person2>><<He>> spins the basket, making sure the whole batch gets a hearty helping of your sexual fluids. The guests crowd around the basket. "Leave some for me!"<br><br> "Hey, no shoving!"<br><br> <<person1>>"Patience, my friends," says the host, stroking your chin. "There's plenty to go around, hmm?" <<elseif $orgasmcount lte 23>><<person2>><<He>> spins the basket, making sure the whole batch gets a helping of your sexual fluids. The guests seem disappointed in the amount you produce. "I thought there'd be more."<br><br> <<person1>>"Patience, my friends," says the host, stroking your chin. "There's plenty to go around, hmm?" <<elseif $orgasmcount gte 24>><<person2>><<He>> waits expectantly. When no fluids emerge from you, <<he>> looks up at the host with a worried look on <<his>> face. The guests seem disappointed, and some angry. "Is that it?" "It's broken! Where did you get it anyway?"<br><br> The host raises <<his>> arms in exasperation. "I am dreadfully sorry. I promise you the supplier won't hear the end of this, mark my words." It seems to placate the guests to some extent. You wonder if they'll remove the instrument from your body, but they do not. <</if>> <<elseif $orgasmcurrent gte 2>> <<if $orgasmcount lte 23>> <<else>> <</if>> <</if>><br><br> <</if>> <</nobr>><</widget>> :: Danube Meal Dogs [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast3init>><<set $beasttype to "dog">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Danube Meal Dogs Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Danube Meal Dogs Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Danube Meal Dogs]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Danube Meal Dogs Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Danube Meal Dogs Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Danube Meal Dogs]]>><</click>></span><<nexttext>> <<endif>> :: Danube Meal Dogs Ejaculation [nobr] <<effects>> <<beastejaculation>> <<if $beastno gte 3>> Satisfied, the dog leaves you be. Another takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Danube Meal Dogs]] <<elseif $beastno is 2>> Satisfied, the dog leaves you be. The other takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Danube Meal Dogs]] <<elseif $beastno is 1>> Satisfied, the dog leaves you be.<<set $beastno to $beastno - 1>><br><br> [[Next|Danube Meal Dogs End]] <</if>> :: Danube Meal Dogs Escape [nobr] <<effects>> <<beastwound>> <<if $beastno gte 3>> The dog recoils in pain and fear, but another takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Danube Meal Dogs]] <<elseif $beastno is 2>> The dog recoils in pain and fear, but the other takes its place.<<set $beastno to $beastno - 1>><br><br> [[Next|Danube Meal Dogs]] <<elseif $beastno is 1>> The dog recoils in pain and fear.<<set $beastno to $beastno - 1>><br><br> [[Next|Danube Meal Dogs End]] <</if>> :: Danube Meal Dogs End [nobr] <<effects>> <<if $enemywounded is 1 and $enemyejaculated is 0>> The dog whimpers and flees into the alleyways. <<elseif $enemywounded is 0 and $enemyejaculated is 1>> The dog leaves you lying on the pavement. <<elseif $enemywounded gte 2 and $enemyejaculated is 0>> Feeling that you're more trouble than you're worth, the dogs flee into the alleyways. <<elseif $enemywounded is 0 and $enemyejaculated gte 2>> The dogs leave you spent and shivering on the pavement. <<elseif $enemywounded gte 1 and $enemyejaculated gte 1>> The dogs leave you spent and shivering on the pavement. One is slowed by a limp. <</if>><br><br> <<tearful>> you gather yourself.<br><br> <<clotheson>> <<endcombat>> <<set $stress -= 1000>> <<residentialquick>> :: Domus Painting Force [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> You pull against the wall, and with a tearing sound go tumbling to the ground.<<set $lowerintegrity -= 30>> <<if $lowerintegrity lte 0>> You look up and see your $lowerclothes still stuck to the paint, the whole thing torn apart and ruined.<<lowerruined>><<clothesruinstat>><<set $loweroff to 0>> "Is everything okay in there?" you hear the <<person1>><<person>> ask. "I thought I heard-" <<he>> cuts off as <<he>> enters the room and sees you lying there, your <<undies>> on display. You blush as you cover your <<lewdness>> and stand up. "I'll get something for you to wrap up with," <<he>> says, clearly stifling laughter.<br><br> <<He>> leaves for a few moments, then returns with a towel. "Don't worry about that," <<he>> says, gesturing at the remains of your clothing. "I'll get it off later."<br><br> <<He>> leaves you to get back to work, no doubt aching to tell the <<person2>><<person>> all about what <<person1>><<he>> just witnessed.<<gtrauma>><<gstress>><<gtrauma60>><<gstress60>><br><br> <<towelup>> <<else>> Your clothes didn't fare well, but at least they're still intact.<br><br> <</if>> <<pass120>><<pass120>>After some arduous hours, you stand back to admire your finished handiwork.<br><br> You've earned £50.<<set $money += 5000>><br><br> <<click [[Next|Domus Street]]>><<endevent>><</click>><br><br> :: Domus Homework Flirt [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> You put your hand on top of <<his>> and lean closer. "Don't worry," you whisper. "I'll take care of it." You lean even closer, and gently nip <<his>> ear before returning to your sitting position. <<He>> sits silently for the rest of the hour, blushing visibly.<<promiscuity1>><br><br> You've earned £5.<br><br><<pass30>><<set $money += 500>> <<click [[Next|Domus Street]]>><<endevent>><</click>><br> :: Domus Homework 2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> Lacking anything to keep <<his>> attention, the <<person>> remains uninterested in <<his>> homework. The rest of the hour passes without event.<br><br> You earn £5.<<pass30>><<set $money += 500>><br><br> <<click [[Next|Domus Street]]>><<endevent>><</click>><br> :: Domus Homework Strip [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $phase is 1>> <<if $upperset is $lowerset>> You <<nervously>> pull down your $upperclothes, baring your chest. <<else>> You <<nervously>> take off your $upperclothes, baring your chest. <</if>> The <<person>> openly gawks at you, but seems satisfied.<<exhibitionism1>><br><br> <<He>> is far from bored for the rest of the hour, although you don't know if that's a good thing. <<He>> is disappointed when you finish the work and fix your clothing.<br><br> <<else>> <<if $upperset is $lowerset>> You <<nervously>> pull down your $upperclothes, baring your <<breastsstop>> You feel your nipples harden at the exposure. <<else>> You <<nervously>> take off your $upperclothes, baring your <<breastsstop>> You feel your nipples harden at the exposure. <</if>> The <<persons>> eyes widen as <<he>> gawks at you. <<if $leftarm is "bound" and $rightarm is "bound">><<else>>You cover yourself with one arm as you return to the homework, but you still feel keenly exposed.<</if>><<exhibitionism3>><br><br> <<He>> is far from bored for the rest of the hour, although you don't know if that's a good thing. <<He>> is disappointed when you finish the work and fix your clothing.<br><br> <</if>> You've earned £5.<<pass30>><<set $money += 500>><br><br> <<click [[Next|Domus Street]]>><<endevent>><</click>><br> :: Domus House Sneak [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> You successfully pick the lock and enter the abode. <<if $skulduggery lt 200>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> <br><br> You sneak around the house and look for anything of value. <<if $rng gte 81>> <<if $bestialitydisable is "f">> A low growl interrupts you, and a dog emerges from the darkness. It starts to bark.<br><br> <<if $deviancy gte 15>> <<click [[Try to calm it|Domus House Dog]]>><<set $sexstart to 1>><<generate1>><<generate2>><</click>><<deviant2>><br> <</if>> <<click [[Fight|Domus House Dog]]>><<set $molestationstart to 1>><<generate1>><<generate2>><</click>><br> <<click [[Run|Domus House Run]]>><</click>><br><br> <<else>> A low growl interrupts you, and a dog emerges from the darkness. It starts to bark.<br><br> You flee out the house, the dog snapping at your heels. It doesn't chase you beyond the front door, content to bark into the night.<<beastescape>><br><br> <<click [[Next|Domus Street]]>><</click>><br> <</if>> <<elseif $rng gte 61>> You find a safe with a combination lock.<br><br> <<click [[Try to open it|Domus House Safe]]>><</click>><br> <<click [[Leave|Domus Street]]>><</click>><br> <<elseif $rng gte 41>> <<generate1>><<person1>>You're rummaging through the lounge when you hear footsteps approaching. You take cover behind the curtains, just before a <<person>> enters the room. <<He>> sits down and switches on the television like <<he>> plans to be there for awhile.<br><br> <<click [[Sneak out|Domus House Sneak 2]]>><</click>><br> <<click [[Wait (0:30)|Domus House Wait]]>><<pass30>><</click>><br> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 91>> You don't find much, just some loose change worth £1.<br><br> <<click [[Take it|Domus Street]]>><<set $money += 100>><<crime1>><</click>><<crime>><br> <<click [[Leave|Domus Street]]>><</click>><br> <<elseif $rng gte 81>> You don't find much, just some loose change worth £2.<br><br> <<click [[Take it|Domus Street]]>><<set $money += 200>><<crime2>><</click>><<crime>><br> <<click [[Leave|Domus Street]]>><</click>><br> <<elseif $rng gte 71>> You find £5 hidden in a drawer.<br><br> <<click [[Take it|Domus Street]]>><<set $money += 500>><<crime5>><</click>><<crime>><br> <<click [[Leave|Domus Street]]>><</click>><br> <<elseif $rng gte 61>> You find a nice-looking brooch in a draw.<br><br> <<click [[Take it|Domus Street]]>><<set $blackmoney += 5>><<crime5>><</click>><<crime>><br> <<click [[Leave|Domus Street]]>><</click>><br> <<elseif $rng gte 51>> You find £10 under a cushion on the sofa.<br><br> <<click [[Take it|Domus Street]]>><<set $money += 1000>><<crime10>><</click>><<crime>><br> <<click [[Leave|Domus Street]]>><</click>><br> <<elseif $rng gte 41>> You find a necklace on a stool beside the coat stand.<br><br> <<click [[Take it|Domus Street]]>><<set $blackmoney += 10>><<crime10>><</click>><<crime>><br> <<click [[Leave|Domus Street]]>><</click>><br> <<elseif $rng gte 31>> You find £15 lying on the kitchen worktop.<br><br> <<click [[Take it|Domus Street]]>><<set $money += 1500>><<crime15>><</click>><<crime>><br> <<click [[Leave|Domus Street]]>><</click>><br> <<elseif $rng gte 21>> You find a set of silverware.<br> <<click [[Take it|Domus Street]]>><<set $blackmoney += 15>><<crime15>><</click>><<crime>><br> <<click [[Leave|Domus Street]]>><</click>><br> <<elseif $rng gte 11>> You find a pair of gold cufflinks in a coat pocket.<br><br> <<click [[Take them|Domus Street]]>><<set $blackmoney += 20>><<crime20>><</click>><<crime>><br> <<click [[Leave|Domus Street]]>><</click>><br> <<else>> You find £30 in a pot beside the front door.<br><br> <<click [[Take it|Domus Street]]>><<set $money += 3000>><<crime30>><</click>><<crime>><br> <<click [[Leave|Domus Street]]>><</click>><br> <</if>> <</if>> :: Domus House Dog [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "dog">><<set $enemytrust -= 40>><<set $enemyanger += 20>> <<set $rescue to 1>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "dog">><<set $enemytrust -= 40>> You drop to the floor and adopt a mating posture. The dog calms down, and other instincts are roused by your display.<<deviancy2>> <<set $rescue to 1>> <<endif>> <<effects>> <<if $phase is 1 and $orgasmdown gte 2>> <<set $phase to 2>> <<person1>>"Wow," says the <<personstop>> "Being my dog's bitch is making you cum. Maybe this isn't such a punishment for you after all, it's where you belong." You feel utterly humiliated.<<famebestiality10>><br><br> <<elseif $phase gte 1>> <<person1>>The <<person>> sits on the sofa, watching you.<br><br> <</if>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $phase is 0>> <<if $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Domus House Dog Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Domus House Dog Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Domus House Dog Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Domus House Dog Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Domus House Dog]]>><</click>></span><<nexttext>> <</if>> <<else>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Domus House Dog Finish 2]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Domus House Dog Finish 2]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Domus House Dog]]>><</click>></span><<nexttext>> <</if>> <</if>> :: Domus House Run [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">> You flee out the house, the dog snapping at your heels. It doesn't chase you beyond the front door, content to continue barking into the night.<<beastescape>><br><br> <<click [[Next|Domus Street]]>><</click>><br> :: Domus House Dog Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The beast barks happily and walks over to the window. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> The dog pacified, you notice its collar glinting. You look closer and see it's encrusted with jewels.<br><br> <<click [[Take It|Domus House Collar]]>><<crime50>><</click>><<crime>><br> <<click [[Leave|Domus Street]]>><</click>><br> <<elseif $enemyhealth lte 0>> The beast cowers and rolls over in submission. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> The dog pacified, you notice its collar glinting. You look closer and see it's encrusted with jewels.<br><br> <<click [[Take It|Domus House Collar]]>><<crime50>><</click>><<crime>><br> <<click [[Leave|Domus Street]]>><</click>><br> <<elseif $alarm is 1>> <<if $beaststance is "top">> <<person1>>"What you got there boy?" says a <<personstop>> <<He>> laughs when <<he>> sees you. "Serves you right, sneaking around my property like that." <<He>> takes a seat. "Don't mind me."<br><br> <<click [[Next|Domus House Dog]]>><<set $phase to 1>><</click>> <<else>> <<endcombat>> <<generate1>><<person1>>"What you got there boy?" says a <<personstop>> <<He>> laughs when <<he>> sees you. "Serves you right, sneaking around my property like that. But I have a better idea." <<He>> grabs the dog by the collar and hauls it off you.<<famebestiality1>> <br><br> <<click [[Next|Domus House Sneak Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> <<else>> The beast backs away from you. It growls at you again, but doesn't move. <<tearful>> you glance around. You see nothing of value.<br><br> <<clotheson>> <<endcombat>> <<click [[Leave|Domus Street]]>><</click>><br> <</if>> :: Domus House Collar [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> The dog's ears twitch, but other than that it makes no move as you remove it's collar. You leave the premises with your prize in hand.<br><br> <<set $blackmoney += 50>><br><br> <<click [[Leave|Domus Street]]>><</click>><br> :: Domus House Sneak Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Domus House Sneak Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Domus House Sneak Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Domus House Sneak Molestation]]>><</click>></span><<nexttext>> <</if>> :: Domus House Dog Finish 2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<person1>>The beast barks happily and walks over to the window, where it sits. "It's nice to see a bitch get bred like that," says the <<personstop>> <<He>> walks over to you before you can recover and grabs your neck. <<He>> drags you to the front door and hefts you onto the porch. "If I see you again you'll get far worse." The door slams shut. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Domus Street]]>><<endevent>><</click>><br> <<elseif $enemyhealth lte 0>> <<person1>>The beast cowers and rolls over in submission. <<tearful>> you escape the room before the <<person>> can react.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Domus Street]]>><<endevent>><</click>><br> <</if>> :: Domus House Sneak Molestation Finish [nobr] <<if $enemyhealth lte 0>> You knock the <<person>> into one of <<his>> chairs. <<tearful>> you escape outside.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Domus Street]]>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Serves you right," <<he>> says, grabbing you by the neck. "You're lucky I don't get the police involved." <<He>> drags you to the front door and shoves you out, where you tumble to the ground. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Domus Street]]>><</click>> <</if>> :: Domus House Safe [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">><<set $lock to 400>> The safe doesn't look too fancy.<br><br> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Break in (0:05)|Domus House Safe Open]]>><<pass5>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Domus Street]]>><</click>><br> :: Domus House Safe Open [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $skulduggery lt 500>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> <br><br> <<if $rng gte 10>> You successfully open the safe, and find £30 inside.<br><br> <<click [[Take it|Domus Street]]>><<set $money += 3000>><<crime30>><</click>><<crime>><br> <<click [[Leave|Domus Street]]>><</click>><br> <<else>> You successfully open the safe, and find an expensive-looking watch inside.<br><br> <<click [[Take it|Domus Street]]>><<set $blackmoney += 100>><<crime100>><</click>><<crime>><br> <<click [[Leave|Domus Street]]>><</click>><br> <</if>> :: Domus House Wait [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $rng gte 61>> You stay behind the curtain, remaining as still and quiet as possible. After thirty minutes, the <<person>> gets up, stretches, and walks to the kitchen. You start creeping out, but notice <<he>> left <<his>> phone lying on the sofa.<br><br> <<click [[Take it|Domus Street]]>><<crime30>><<endevent>><<set $blackmoney += 30>><</click>><<crime>><br> <<click [[Leave|Domus Street]]>><<endevent>><</click>><br> <<else>> You stay behind the curtain, remaining as still and quiet as possible. After thirty minutes, the <<person>> gets up, stretches, and walks to the kitchen. You creep outside.<br><br> <<click [[Leave|Domus Street]]>><<endevent>><</click>><br> <</if>> :: Domus House Sneak 2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> The <<person>> can't see you from where <<he>> sits, so you slowly start to creep out.<br><br> <<if $rng gte 81>> As you tiptoe past the back of <<his>> chair, <<he>> reaches back and grabs you. "Thought I couldn't hear you?" <<he>> says, hauling you onto <<his>> lap. "I think you need to be taught a lesson."<br><br> <<click [[Next|Domus House Sneak Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<He>> remains glued to <<his>> television, letting you slip out with no difficulty.<br><br> <<click [[Leave|Domus Street]]>><<endevent>><</click>><br> <</if>> :: Danube House Lock [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">><<set $lock to 300>> The door is locked tight.<br><br> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Break in (0:05)|Danube House Sneak]]>><<pass5>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Danube Street]]>><</click>><br> :: Danube House Knock [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> You walk up to one of the mansions and knock on the door.<br><br> <<if $rng gte 51>> There's no response.<br><br> <<click [[Break in|Danube House Lock]]>><</click>><br> <<click [[Go to the Next House (0:02)|Danube House Knock]]>><<pass2>><</click>><br> <<click [[Stop|Danube Street]]>><</click>><br> <<elseif $rng gte 41>> <<generate1>><<generate2>><<person2>>A <<person>> answers the door. "You aren't who we were expecting." <<He>> says.<br><br> <<click [[Ask for work|Danube House Work]]>><<set $phase to 1>><</click>><br> <<click [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</click>><br> <<elseif $rng gte 31>> <<generate1>><<person1>>A <<person>> answers the door. "I do not like being disturbed. Speak." <<he>> says.<br><br> <<click [[Ask for work|Danube House Work]]>><<set $phase to 2>><</click>><br> <<click [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</click>><br> <<elseif $rng gte 21>> <<generate1>><<person1>>A <<person>> answers the door. <<He>> examines you head to feet before speaking. "Such a fine young thing," <<he>> says. "Is there anything I can do for you?"<br><br> <<click [[Ask for work|Danube House Work]]>><<set $phase to 3>><</click>><br> <<click [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</click>><br> <<elseif $rng gte 11>> <<generate1>><<generate2>><<person1>>A <<person>> answers the door. "My <<person2>><<if $pronoun is "m">>master<<else>>mistress<</if>><<person1>> does not like being disturbed," <<he>> says. "Out with it."<br><br> <<click [[Ask for work|Danube House Work]]>><<set $phase to 4>><</click>><br> <<click [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</click>><br> <<else>> <<generatey1>><<person1>>A <<person>> answers the door. <<He>> opens it slightly and peeks through the gap. <<He>> doesn't say anything.<br><br> <<click [[Ask for work|Danube House Work]]>><<set $phase to 5>><</click>><br> <<click [[Say you've got the wrong address and leave|Danube Street]]>><<endevent>><</click>><br> <</if>> :: Danube House Work [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $phase is 1>> <<if $rng gte 1>> <<He>> pauses for a moment, considering. "Our help hasn't arrived, but you look... fit," <<he>> says. "I'm throwing a party and need someone to distribute refreshments. You'll get £20 for two hours work." <<He>> rummages in something to <<his>> left, out of your view, before producing a small waist apron. "£60, if you wear this."<br><br> You look more closely at the apron. It's such a slight thing it would be little protection against spillages, and would barely cover more than your crotch.<br><br> "It wouldn't do much to protect your other clothes, which is why you shouldn't wear any." <<He>> smiles. "Hence the extra pay. So what do you think?"<br><br> <<if $exhibitionism gte 55>> <<click [[Agree to work in the apron|Danube Apron]]>><</click>><<exhibitionist4>><br> <<else>> You aren't lewd enough to take up <<his>> scandalous offer.<br><br> <</if>> <<click [[Agree to work in normal clothes|Danube Party]]>><</click>><br> <<click [[Refuse|Danube Street]]>><<endevent>><</click>><br> <<else>> "There's nothing," <<he>> says. "Now if you'll excuse me, I have a party to get back to." <<He>> shuts the door.<br><br> <<click [[Try another house|Danube House Knock]]>><<endevent>><</click>><br> <<click [[Stop|Danube Street]]>><<endevent>><</click>><br> <</if>> <<elseif $phase is 2>> <<if $rng gte 1>> "You're an insolent little thing," <<he>> says. "But as it happens I do need something. There's a family heirloom in my attic I need retrieved. I can't do it myself, it's too dusty up there. It will take up to an hour and I'll give you £15 for finding it."<br><br> <<click [[Accept|Danube Attic]]>><</click>><br> <<click [[Refuse|Danube Street]]>><<endevent>><</click>><br> <<else>> "Insolent whelp," <<he>> says. "Begone."<br><br> <<click [[Try another house|Danube House Knock]]>><<endevent>><</click>><br> <<click [[Stop|Danube Street]]>><<endevent>><</click>><br> <</if>> <<elseif $phase is 3>> <<if $rng gte 1>> The <<person>> smiles. "There's nothing I need," <<he>> says. "But I'll give you £15 to join me for tea. It will take about an hour."<br><br> <<click [[Accept|Danube Tea]]>><</click>><br> <<click [[Refuse|Danube Street]]>><<endevent>><</click>><br> <<else>> "There's nothing I need," <<he>> says, "But don't be afraid to call again, sweetie."<br><br> <<click [[Try another house|Danube House Knock]]>><<endevent>><</click>><br> <<click [[Stop|Danube Street]]>><<endevent>><</click>><br> <</if>> <<elseif $phase is 4>> <<if $rng gte 1>> <<person1>><<He>> stares down <<his>> nose at you. "There is something," <<he>> says, "We have a problem with weeds growing and strangling our other plants. We would give you £50 for four hours work."<br><br> <<click [[Enter|Danube Garden]]>><</click>><br> <<click [[Refuse|Danube Street]]>><<endevent>><</click>><br> <<else>> "No," <<he>> says, and slams the door shut.<br><br> <<click [[Try another house|Danube House Knock]]>><<endevent>><</click>><br> <<click [[Stop|Danube Street]]>><<endevent>><</click>><br> <</if>> <<else>> <<if $rng gte 1>> <<His>> demeanor changes. "I'm hosting a tea party and there's a spare seat," <<he>> says with enthusiasm. "I'll give you £10 if you fill in for the missing guest. It will take forty minutes."<br><br> <<click [[Accept (0:40)|Danube Doll]]>><</click>><br> <<click [[Refuse|Danube Street]]>><<endevent>><</click>><br> <<else>> <<He>> wordlessly slams the door shut.<br><br> <<click [[Try another house|Danube House Knock]]>><<endevent>><</click>><br> <<click [[Stop|Danube Street]]>><<endevent>><</click>><br> <</if>> <</if>> :: Danube Apron [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<storeclothes>><<set $storelocationinit to "danube">><<storelocation>><<undress>> <<set $lowertemp to "init">><<waistapron>><<set $lowercolour to either("blue", "white", "red", "green", "black", "pink", "purple", "tangerine", "yellow")>> <<exposure>> You enter the mansion. You hear voices and the clinking of glasses further in. <<He>> passes you the apron and gestures to the door on your left. "You can get changed in the pantry," <<he>> says. "When you're ready, go through the door opposite and you'll find some platters. Take each in turn and offer them to the guests. Now if you'll excuse me, I need to get back to being a good <<if $pronoun is "m">>host<<else>>hostess<</if>>."<br><br> You enter the room as instructed. It's small enough that getting changed is difficult, but you <<nervously>> remove your clothing and wrap the apron around your waist. It almost feels like you're wearing nothing at all. You wish you had a mirror to examine yourself properly.<br><br> Properly attired and with a tray of champagne in one hand, you enter the main room where the party is being held. A <<person1>><<person>> gasps and drops their glass, the sound of its shattering drawing more attention. Soon everyone in the room is watching you, murmuring amongst themselves. You offer another glass to the <<personcomma>> who doesn't take <<his>> eyes off your <<lewdness>> as <<he>> takes from the tray. <<exhibitionism4>><<fameexhibitionism30>><br><br> <<click [[Next|Danube Apron2]]>><</click>><br> :: Danube Party [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You enter the mansion. You hear voices and the clinking of glasses further in. "There's some platters in the kitchen," <<he>> gestures to the door on your right. "Take each in turn and offer them to the guests. Now if you'll excuse me, I need to get back to being a good <<if $pronoun is "m">>host<<else>>hostess<</if>>."<br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> You begin the job as instructed. Most guests pay you little attention, few even so much as look at you as they take from the proffered tray or politely decline the offer. An hour into the job however, a <<person1>><<person>> takes an interest in you. You notice <<him>> watching you from across the room.<br><br> <<pass60>> You offer <<him>> a glass of champagne. "No thanks, darling." As you turn to leave, <<he>> wraps an arm around your waist and grabs your <<bottom>> with <<his>> free hand.<br><br> <<click [[Endure it|Danube Party Endure]]>><<gstress60>><<gtrauma60>><<set $submissive += 1>><</click>><<gtrauma>><<gstress>><br> <<click [[Struggle free|Danube Party Struggle]]>><<lstress60>><<ltrauma60>><<set $submissive -= 1>><</click>><<ltrauma>><<lstress>><br> <<else>> You begin the job as instructed. No one pays you much attention, few even so much as look at you as they take from the proffered tray or politely decline the offer. After two hours the party seems to be winding down, and the <<person>> approaches you. "Thanks for the help. Here." <<He>> hands you £20.<br><br> <<pass120>> <<set $money += 2000>> <<click [[Next|Danube Street]]>><<endevent>><</click>><br> <</if>> :: Danube Party Endure [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You grit your teeth and bear it. The <<person>> pulls you closer and fondles your <<bottom>> for a few moments. Other guests turn and watch the spectacle, not quite sure what to make of it. You hear nervous laughter.<br><br> "That's enough, let the poor <<girl>> go," says the <<person2>><<personstop>> The <<person1>><<person>> releases you, but gives you a parting spank as <<he>> does.<br><br> <<person2>>After another hour the party seems to be winding down, and the <<person>> approaches you. "Thanks for the help. Here's extra for the trouble." <<He>> hands you £30.<br><br> <<pass60>> <<set $money += 3000>> <<endevent>> <<click [[Next|Danube Street]]>><</click>><br> :: Danube Party Struggle [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You stomp hard on the <<persons>> foot, and <<he>> shouts, tumbling backwards to the ground where <<he>> rolls around in pain. Laughter erupts among the assembled guests.<br><br> "Serves the perv right."<br><br> The <<person2>><<person>> grips your arm and leads you out the room. "You've ruined my party," <<he>> says. "Get out. And no, you're not seeing a penny. Shoo!"<br><br> <<endevent>> <<click [[Next|Danube Street]]>><</click>><br> :: Danube Apron2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You continue your task, and people eventually go back to mingling, though you still feel eyes on you at all times. At one point you catch a reflection of yourself, a nearly naked <<girl>> surrounded by well-dressed <<if $malechance is 0>>women<<elseif $malechance is 100>>men<<else>>adults.<</if>> <<garousal>><<garousal60>><br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $eventskip is 0>> You offer the <<person1>><<person>> another drink, but as <<he>> reaches out for it <<he>> slaps the tray, throwing the glasses into the air and tipping their contents all over you. "Oops, I'm so clumsy!" <<he>> says, as the liquid drips from your skin and seeps into your apron.<br><br> People are staring at you with a hungry look in their eyes. More so than normal. You look down and see the deluge has made your apron completely transparent. You feel your face heat up at this new humiliation. You're suddenly struck by just how exposed and vulnerable you are. <<covered>> <br><br> The <<person>> continues. "I'm ever so sorry. Let me help get that wet thing off of you..."<br><br> <<click [[Next|Danube Apron Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<pass120>>After a couple of hours the party seems to be winding down. The <<person2>><<person>> approaches you. "Thank you, that'll give them something to remember. Here." <<He>> hands you £60.<br><br> <<set $money +=6000>> <<endevent>> You return to the pantry and put your clothes back on.<br><br> <<click [[Next|Danube Street]]>><<undress>><<storeon>><</click>><br> <</if>> :: Danube Apron Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<set $enemyno to 1>><<man1init>> <<set $penis2 to "none">> <<set $lefthand2 to "none">> <<set $righthand2 to "none">> <<set $mouth2 to "none">> <<set $vagina2 to "none">> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Danube Apron Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Danube Apron Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Danube Apron Molestation]]>><</click>></span><<nexttext>> <</if>> :: Danube Apron Molestation Finish [nobr] <<if $enemyhealth lte 0>> The <<person>> winces in pain. "<<pShe>> is a feisty one," <<he>> says.<br><br> <<clotheson>> <<endcombat>> <<person2>><<person>>"That's enough," says the <<personstop>> <<He>> grips your arm and drags you from the room. "That'll be all," <<he>> says when you're alone. "I didn't want a scene like this. Take your money and go." <<He>> hands you £60.<br><br> <<set $money += 6000>> <<endevent>> <<tearful>> you return to the pantry and put your clothes back on.<br><br> <<click [[Next|Danube Street]]>><<undress>><<storeon>><</click>><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<famerape30>> <<He>> turns to the <<person2>><<person>> "How much for this one?" <<person1>><<he>> says.<br><br> "I'm only renting <<phimstop>>"<br><br> "Pity."<br><br> The <<person2>><<person>> takes you by your arm and drags you from the room. "That'll be all," <<he>> says when you're alone. "Thanks for being a good sport. Here's a little something extra." <<He>> hands you £120.<br><br> <<clotheson>> <<endcombat>> <<set $money += 12000>> <<endevent>> <<tearful>> you return to the pantry and put your clothes back on.<br><br> <<click [[Next|Danube Street]]>><<undress>><<storeon>><</click>><br> <</if>> :: Danube Attic [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> The <<person>> leads you up a flight of stairs and tugs on a trapdoor in the ceiling. It opens in a shower of dust and a ladder falls out. "The antique is a painting of an ancestor. They look a lot like me so you should know when you've found it." <<He>> leaves you to ascend the creaky ladder alone.<br><br> You cough as you reach the top and peer through the murk. There's a lot of old furniture, but you don't see any paintings. It might be in one of the boxes stacked about the room. There's a gigantic cobweb in one corner, about twice your size. You hope whatever made it isn't around.<br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<if $swarmdisable is "f" and $rng gte 1>> <<pass30>>After half an hour of fruitless searching you spot it, in the corner of the room behind the spider web. You look for a way round, but that part of the room is completely blocked off. Something moves in the darkness above the web. Looking up you see several large, twitching egg sacs, each the size of your head.<br><br> <<click [[Abandon your task|Danube Abandon]]>><</click>><br> <<click [[Break through the web|Danube Spiders]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<pass60>>You spend an hour searching the attic, until you've explored every inch. There's no sign of the painting.<br><br> <<click [[Abandon your task|Danube Abandon]]>><</click>><br> <</if>> <<else>> You search for an hour before you find the painting hidden inside one of the boxes. It's heavier than it looks, but you manage to carry it down the ladder. The <<person>> must have heard it creak as <<he>> soon arrives beside you. "That's it. Thank you," <<he>> says as <<he>> takes the painting and hands you £15. <<His>> smile turns sour as <<he>> notices your dust-covered clothing. "Please leave, before you make a mess of the carpet."<br><br> <<set $money += 1500>> <<pass60>> <<endevent>> <<click [[Next|Danube Street]]>><</click>><br> <</if>> :: Danube Abandon [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You climb down the ladder and find the <<person>> already waiting for you. "I see you don't have my heirloom. A pity. Get out before you get dust on my carpet."<br><br> <<if $rng gte 81>> <<click [[Ask for payment|Danube Attic Molestation]]>><<set $molestationstart to 1>><</click>> <<else>> <<click [[Ask for payment|Danube Payment]]>><</click>> <</if>> <br> <<click [[Leave Quietly|Danube Street]]>><<endevent>><</click>><br> :: Danube Spiders [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<molested>> <<controlloss>> You try to pull apart the web, but your hands get stuck. You manage to pull them free, but the rest of your body becomes tangled in the process, leaving you suspended in the air. Your struggling causes one of the egg sacs to fall from its perch. It breaks apart on the wooden floor, releasing thousands of tiny, live spiders, which start crawling up the web toward you.<br><br> <<set $combat to 1>> <<set $swarmname to "sacs">> <<set $swarmmove to "slipping">> <<set $swarmcreature to "spiders">> <<set $swarmspill to "break">> <<set $swarmsteady to "steady">> <<set $swarmSteady to "Steady">> <<set $swarmcount to 10>> <<set $swarm1 to "active">> <<set $swarm2 to "contained">> <<set $swarm3 to "contained">> <<set $swarm4 to "contained">> <<set $swarm5 to "contained">> <<set $swarm6 to "contained">> <<set $swarm7 to "contained">> <<set $swarm8 to "contained">> <<set $swarm9 to "contained">> <<set $swarm10 to "contained">> <<set $swarmactive to 1>> <<set $timer to 30>> <</if>> <<if $timer gte 25>> The old timbers above the web creak. If this keeps up they'll break. <<elseif $timer gte 20>> Splinters break from the ceiling. <<elseif $timer gte 10>> The wood continues to break down. <<elseif $timer gte 1>> The wooden ceiling creaks ominously. <<else>> A wooden beam breaks from the ceiling and the web tumbles to the ground. <</if>> <br><br> <<swarmeffects>> <<swarm>> <<swarmactions>> <<if $timer lte 0>> <span id="next"><<click [[Next|Danube Spiders Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Danube Attic Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcspank>><<npcidlegenitals>> "How dare you," <<he>> says, outraged. "I think you need a lesson in manners." <<He>> grabs your arms and bends you over the banister.<br><br> <<set $enemyanger += 100>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Danube Attic Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Danube Attic Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyanger lte 0>> <span id="next"><<click [[Next|Danube Attic Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Danube Attic Molestation]]>><</click>></span><<nexttext>> <</if>> :: Danube Payment [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> "Where did you learn your manners?" <<he>> asks. "Just take your money and begone." <<He>> hands you £15.<br><br> <<set $money += 1500>> <<endevent>> <<click [[Next|Danube Street]]>><</click>><br> :: Danube Attic Molestation Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "I hope that teaches you to be behave around your betters. Now get out." <<tearful>> you leave the building.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>><br> <<elseif $enemyhealth lte 0>> <<He>> recoils in pain and you squirm from <<his>> grip. <<tearful>> you run from the building.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>><br> <<elseif $enemyanger lte 0>> "I hope that teaches you to be behave around your betters. Now get out." <<tearful>> you leave the building.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>><br> <</if>> :: Danube Spiders Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> Startled by the collapse, the spiders flee into the darker places of the room. <<tearful>> you struggle to your feet and peel the remaining web from your body. There's nothing stopping you from retrieving the painting.<br><br> <<clothesontowel>> <<person1>>It's heavier than it looks, but you manage to carry it down the ladder. The <<person>> must have heard it creak as <<he>> soon arrives beside you. "That's it. Thank you," <<he>> says as <<he>> takes the painting and hands you £15. <<His>> smile turns sour as <<he>> notices your dust-covered clothing. "Please leave, before you make a mess of the carpet."<br><br> <<set $money += 1500>> <<pass60>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>><br> :: Danube Tea [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> The <<person>> leads you to <<his>> garden, where a table has already been set. A teapot and some cups sit there along with a plate of biscuits. The <<person>> takes a seat and gestures for you to do the same.<br><br> <<He>> rambles enthusiastically for a while as you nod along politely, occasionally sipping your tea. It's hard not to slip into a doze. <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<pass30>>After thirty minutes <<he>> shifts <<his>> chair closer to yours. "I've been so lonely since my <<if $pronoun is "m">>wife<<else>>husband<</if>> died," <<he>> says, now uncomfortably close. "I've almost forgotten what it feels like." <<He>> reaches out and gropes your <<breastsstop>><br><br> <<if $promiscuity gte 15>> <<click [[Allow it|Danube Tea Sex]]>><<set $sexstart to 1>><</click>><<promiscuous2>><br> <<click [[Offer yourself for money|Danube Tea Offer]]>><</click>><<promiscuous2>><br> <</if>> <<click [[Push away|Danube Tea Push]]>><</click>><br> <<else>> <<pass60>>The <<person>> looks at <<his>> watch. "An hour already?" <<he>> says. "Thank you for the company. Here." <<He>> hands you £15.<br><br> <<click [[Next|Danube Street]]>><<set $money += 1500>><<endevent>><</click>><br> <</if>> :: Danube Tea Push [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $rng gte 81>> "No," <<he>> says. "I'm paying you good money to be here, you'll show me respect." <<He>> grabs you with more force.<br><br> <<click [[Next|Danube Tea Sex]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<He>> recoils from you as if stung. "I'm so sorry," <<he>> says. "I don't know what came over me." <<He>> hands you £15. "If you'll excuse me, I need to be alone."<br><br> <<click [[Next|Danube Street]]>><<set $money += 1500>><<endevent>><</click>><br> <</if>> :: Danube Tea Sex [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $enemyanger += 40>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 40>> <<promiscuity2>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Danube Tea Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Danube Tea Sex Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Danube Tea Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Danube Tea Sex]]>><</click>></span><<nexttext>> <</if>> :: Danube Tea Sex Finish [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Thank you for cooperating. Here's your money." <<tearful>> you take the money and leave.<br><br> <<if $phase is 1>> <<tipreceive>><<set $prostitutionstat += 1>> <<fameprostitution1>> <</if>> <<set $money += 1500>> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>><br> <<elseif $enemyhealth lte 0>> <<He>> recoils in pain, giving the chance you need. <<tearful>> you run through the building and back out onto the street.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>><br> <<elseif $finish is 1>> "That's a shame. Here's your money, now leave." <<tearful>> you take the £15 and leave.<br><br> <<set $money += 1500>> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>><br> <</if>> :: Danube Tea Offer [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> <<set $seductiondifficulty to 4000>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> <<if $seductionrating gte $seductionrequired>> <<set $tipmod to 2>><<tipset>> Fingers shaking, <<he>> looks in <<his>> <<walletstop>> "I'll give you £<<print ($tip / 100)>>," <<he>> says. "Please, I need this."<br><br> <<click [[Accept|Danube Tea Sex]]>><<set $sexstart to 1>><<set $phase to 1>><</click>><br> <<click [[Refuse|Danube Tea Refuse]]>><</click>><br> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 81>> "We already agreed on your price," <<he>> says, grabbing you with more force.<br><br> <<click [[Next|Danube Tea Sex]]>><<set $molestationstart to 1>><</click>><br> <<else>> "I'm sorry," <<he>> says. "But I think you should take your money and leave. I didn't realise I let a whore in." <<He>> hands you £15 and gestures for you to leave.<br><br> <<click [[Next|Danube Street]]>><<set $money += 1500>><<endevent>><</click>><br> <</if>> <</if>> :: Danube Tea Refuse [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $rng gte 81>> "You're right, we agreed on £15," <<he>> says, grabbing you with more force.<br><br> <<click [[Next|Danube Tea Sex]]>><<set $molestationstart to 1>><</click>><br> <<else>> "I'm sorry," <<he>> says. "But I think you should take your money and leave. I didn't realise I let such a whore in." <<He>> hands you £15 and gestures for you to leave.<br><br> <<click [[Next|Danube Street]]>><<set $money += 1500>><<endevent>><</click>><br> <</if>> :: Danube Garden [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> You are led to the sprawling back garden, the extent of which is concealed by several poorly-kept hedgerows. "Just do what you can. Don't be lazy though," <<He>> points at a kennel surrounded by bones. "Brutus is watching."<br><br> You kneel in front of one of the hedges and get to work removing the weeds. <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<set $rng to random(1, 100)>> <<if $rng gte 81 and $hallucinations gte 2 and $tentacledisable is "f">> <<pass120>>You work at it for two hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. You reach in to try to remove a large shrub at its roots, but your hand gets stuck. You try to free it with your other hand, but that gets stuck too. Green tendrils emerge, animated by some force.<br><br> <<click [[Next|Danube Tentacles]]>><<set $molestationstart to 1>><</click>><br> <<elseif $rng gte 61 and $bestialitydisable is "f">> <<pass120>>You work at it for two hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. You're reaching in to remove a large shrub at its roots when something prods your <<bottomstop>> You turn to look, but it has already mounted you.<br><br> <<click [[Next|Danube Dog]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<pass120>>You work at it for two hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. You notice movement above, and see a <<person2>><<person>> at the window, watching you. It's pretty creepy.<<gstress>><<gstress60>><br><br> <<pass120>>Over the next two hours you barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. Regardless, the <<person1>><<person>> seems satisfied, and hands you £50.<<physique6>><br><br> <<click [[Next|Danube Street]]>><<set $money += 5000>><<endevent>><</click>><br> <</if>> <<else>> <<pass240>>You work at it for four hours, and barely seem to make a dent. It's almost as if the weeds grow back as fast as you remove them. Regardless, the <<person>> seems satisfied, and hands you £50.<<physique6>><br><br> <<click [[Next|Danube Street]]>><<set $money += 5000>><<endevent>><</click>><br> <</if>> :: Danube Tentacles [nobr] <<set $outside to 1>><<set $location to "town">> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<set $combat to 1>> <<set $enemytype to "tentacles">> <<molested>> <<controlloss>> <<set $tentacleno to 6>> <<set $tentaclehealth to 15>> <<tentaclestart>> <<set $tentacle1shaft to "leftarm">><<set $leftarm to "grappled">> <<set $tentacle2shaft to "rightarm">><<set $rightarm to "grappled">> <</if>> <<effects>> <<effectstentacles>> <<tentacles>> <<statetentacles>> <<actionstentacles>> <<if $activetentacleno lte ($tentacleno / 2)>> <span id="next"><<click [[Next|Danube Tentacles Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Danube Tentacles]]>><</click>></span><<nexttext>> <</if>> :: Danube Tentacles Finish [nobr] <<effects>> The roots loose interest in you, and disappear into the soil. <<tearful>> you untangle yourself from the plants and vines surrounding you. <<clothesontowel>> <<pass120>> You continue your work. Now wary, you stay far from the denser foliage. After another two hours the <<person>> seems satisfied, and hands you £50.<<physique6>> <<endcombat>> <<click [[Next|Danube Street]]>><<set $money += 5000>><</click>><br> :: Danube Dog [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "dog">> <<set $beaststance to "top">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Danube Dog Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Danube Dog Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Danube Dog]]>><</click>></span><<nexttext>> <</if>> :: Danube Dog Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the dog returns to its kennel. <br><br> <<clothesontowel>> <<pass120>> <<tearful>> you continue your work. Now wary, you keep the kennel in your field of view at all times. After another two hours the <<person1>><<person>> seems satisfied, and hands you £50.<<physique6>><br><br> <<endcombat>> <<click [[Next|Danube Street]]>><<set $money += 5000>><</click>><br> <<elseif $enemyhealth lte 0>> The dog flees back to its kennel. <br><br> <<clothesontowel>> <<pass120>> <<tearful>> you continue your work. Now wary, you keep the kennel in your field of view at all times. After another two hours the <<person1>><<person>> seems satisfied, and hands you £50.<<physique6>><br><br> <<endcombat>> <<click [[Next|Danube Street]]>><<set $money += 5000>><</click>><br> <</if>> :: Danube Doll [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<He>> leads you upstairs to <<his>> bedroom, where a table waits. Various dolls and teddy bears ring the table, sitting as if attending, and a toy tea set sits on top. <<He>> sits and gestures for you to do likewise.<br><br> You sit opposite <<himcomma>> between a doll missing one eye and a grey bear. "Ladies and gentlemen," <<he>> says, addressing the assembled toys. "Let me introduce my friend from abroad." <<He>> points at you. "Please make <<phim>> feel welcome." <<He>> picks up the empty teapot and starts mock pouring it into the cups.<br><br> This continues for a time. The <<person>> talks about some fantastical story of adventure and intrigue, and occasionally responds to one of <<his>> toys as if they spoke. You don't say much, but <<he>> seems content. <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<pass20>>After twenty minutes <<he>> gives you a devious look. "Did I mention that where my friend is from, they take tea in their underwear?" You don't like where this is going. "<<pShe>> is being polite, but <<pshe>> would be much more comfortable in less clothes. You should undress."<br><br> <<if $undertype is "naked">> <<if $exhibitionism gte 75>> You're self-conscious about your lack of underwear. The thought of exposing yourself excites you.<br><br> <<click [[Strip|Danube Doll Strip]]>><<set $phase to 1>><</click>><<exhibitionist5>><br> <<else>> You're self-conscious about your lack of underwear. There's no way you could strip naked.<br><br> <</if>> <<elseif $undertype is "chastity">> <<if $exhibitionism gte 75>> You're self-conscious about your chastity belt. The thought of stripping down to it excites you.<br><br> <<click [[Strip|Danube Doll Strip]]>><<set $phase to 2>><</click>><<exhibitionist5>><br> <<else>> You're self-conscious about your chastity belt. There's no way you could strip down to it.<br><br> <</if>> <<elseif $playergenderappearance is "f">> <<if $exhibitionism gte 55>> You're self-conscious about your <<breastsstop>> The thought of exposing yourself excites you.<br><br> <<click [[Strip|Danube Doll Strip]]>><<set $phase to 3>><</click>><<exhibitionist4>><br> <<else>> You're self-conscious about your <<breastsstop>> There's no way you could expose yourself.<br><br> <</if>> <<elseif $breastsize gte 3>> <<if $exhibitionism gte 55>> You're self-conscious about your <<breastsstop>> The thought of exposing yourself excites you.<br><br> <<click [[Strip|Danube Doll Strip]]>><<set $phase to 4>><</click>><<exhibitionist4>><br> <<else>> You're self-conscious about your <<breastsstop>> There's no way you could expose yourself.<br><br> <</if>> <<else>> <<if $exhibitionism gte 15>> The thought of stripping excites you, and you'd still have your $underclothes.<br><br> <<click [[Strip|Danube Doll Strip]]>><<set $phase to 5>><</click>><<exhibitionist2>><br> <<else>> There's no way you would do such a humiliating thing.<br><br> <</if>> <</if>> <<click [[Refuse|Danube Doll Refuse]]>><</click>><br> <<else>> <<pass40>>After forty minutes, <<he>> stands up. "If you would excuse me, my friend has business elsewhere." You follow <<him>> back to the front door, where <<he>> hands you £10 and bids you goodbye.<br><br> <<click [[Next|Danube Street]]>><<set $money += 1000>><<endevent>><</click>><br> <</if>> :: Danube Doll Refuse [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $rng gte 81>> "I insist," <<he>> says, lunging across the table and grabbing your <<outfitstop>><br><br> <<click [[Next|Danube Doll Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> "As I said, <<pshe>> is ever so polite," <<he>> says, but seems a bit upset by your refusal.<br><br> <<pass20>>After twenty minutes, <<he>> stands up. "If you would excuse me, my friend has business elsewhere." You follow <<him>> back to the front door, where <<he>> hands you £10 and bids you goodbye.<br><br> <<click [[Next|Danube Street]]>><<set $money += 1000>><<endevent>><</click>><br> <</if>> :: Danube Doll Strip [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<fameexhibitionism1>> <<if $phase is 1>> You <<nervously>> remove your <<outfitstop>> The <<person>> gasps when your <<genitals>> is revealed. Once naked, you sit back at the table. Your nudity impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you. <<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undiesstop>><<exhibitionism5>><br><br> <<elseif $phase is 2>> You <<nervously>> remove your <<outfitstop>> The <<person>> gasps when your chastity belt is revealed. "What exotic underwear!" <<he>> exclaims. Once naked, you sit back at the table. Your nudity impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you. <<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undiesstop>><<exhibitionism5>><br><br> <<elseif $phase is 3>> <<if $playergender is "m">> You <<nervously>> remove your <<outfitcomma>> your feminine appearance making you exceptionally self-conscious. Once stripped down to your $underclothes, you sit back at the table. Your exposure impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you. <<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undiesstop>><<exhibitionism4>><br><br> <<else>> You <<nervously>> remove your <<outfitstop>> Once stripped down to your $underclothes, you sit back at the table. Your exposure impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you. <<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undiesstop>><<exhibitionism4>><br><br> <</if>> <<elseif $phase is 4>> You <<nervously>> remove your <<outfitstop>> The <<person>> gasps as your <<breasts>> flop out. "You're a girl!, <<he>> exclaims. You feel your face flush. Once stripped down to your $underclothes, you sit back at the table. Your exposure impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you. <<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undiesstop>><<exhibitionism4>><br><br> <<elseif $phase is 5>> You <<nervously>> remove your <<outfitstop>> Once stripped down to your $underclothes, you sit back at the table. Your exposure impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you. <<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undiesstop>><<exhibitionism2>><br><br> <</if>> <<pass20>>After twenty minutes, <<he>> stands up. "If you would excuse me, my friend has business elsewhere." You follow <<him>> back to the front door, where <<he>> hands you £20 and bids you goodbye.<br><br> <<clotheson>> <<click [[Next|Danube Street]]>><<set $money += 2000>><<endevent>><</click>><br> :: Danube Doll Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcstrip>><<npcidlegenitals>><<set $enemyanger += 40>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $uppertype is "naked" and $lowertype is "naked">> <span id="next"><<click [[Next|Danube Doll Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Danube Doll Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Danube Doll Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Danube Doll Molestation]]>><</click>></span><<nexttext>> <</if>> :: Danube Doll Molestation Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $lowertype is "naked" and $uppertype is "naked">> The <<person>> stands back to leer at you. <<covered>> "That's better," <<he>> says as <<he>> sits back down. Unable to leave like this, you follow suit.<br><br> Your exposure impacts <<his>> behaviour, <<he>> can't keep <<his>> eyes off you. <<He>> makes excuses to cross the room so <<he>> can look at you from other angles and sneak peeks at your <<undiesstop>><br><br> <<pass20>>After twenty minutes, <<he>> stands up. "If you would excuse me, my friend has business elsewhere." You follow <<him>> back to the front door, where <<he>> hands you £10 and bids you goodbye.<br><br> <<set $money += 1000>> <<clothesontowel>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>><br> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "I'm sorry," <<He>> says. "I've been such a rude host. Here." <<He>> hands you £10. <<tearful>> you leave the building.<br><br> <<set $money += 1000>> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>><br> <<elseif $enemyhealth lte 0>> <<He>> falls in pain and starts screaming for help. <<tearful>> you run from the building.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>><br> <</if>> :: Danube House Sneak [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You successfully pick the lock and enter the abode. <<if $skulduggery lt 400>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> <br><br> You sneak around the mansion and look for anything of value. <<if $rng gte 81>> <<if $bestialitydisable is "f">> A pair of yellow eyes pierce the darkness, and a large cat emerges. It prepares to pounce.<br><br> <<if $deviancy gte 15>> <<click [[Try to calm it|Danube House Cat]]>><<set $sexstart to 1>><<generate1>><<generate2>><</click>><<deviant2>><br> <</if>> <<click [[Fight|Danube House Cat]]>><<set $molestationstart to 1>><<generate1>><<generate2>><<set $phase to 0>><</click>><br> <<click [[Run|Danube House Run]]>><</click>><br><br> <<else>> A pair of yellow eyes pierce the darkness, and a large cat emerges. It prepares to pounce.<br><br> You flee out the house, the cat following. It doesn't chase you beyond the front door, content to watch you from the door.<<beastescape>><br><br> <<click [[Next|Danube Street]]>><</click>><br> <</if>> <<elseif $rng gte 61>> You find a safe with a combination lock.<br><br> <<click [[Try to open it|Danube House Safe]]>><</click>><br> <<click [[Leave|Danube Street]]>><</click>><br> <<elseif $rng gte 41>> <<generate1>><<person1>>You search an ornate fountain in the middle of a hall. You peer into the water looking for any valuables inside, but there's a large drain at the bottom that would've sucked any small items away. You're about to move on when you hear footsteps approaching. There's not much time to hide.<br><br> <<set $skulduggerydifficulty to 600>> <<click [[Hide in the fountain|Danube House Fountain]]>><</click>><br> <<click [[Try to bluff your way out|Danube House Bluff]]>><<pass30>><</click>><<skulduggerydifficulty>><br> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 91>> You don't find much, just some loose change worth £2.<br><br> <<click [[Take it|Danube Street]]>><<set $money += 200>><<crime2>><</click>><<crime>><br> <<click [[Leave|Danube Street]]>><</click>><br> <<elseif $rng gte 81>> You don't find much, just some loose change worth £4.<br><br> <<click [[Take it|Danube Street]]>><<set $money += 400>><<crime4>><</click>><<crime>><br> <<click [[Leave|Danube Street]]>><</click>><br> <<elseif $rng gte 71>> You find £10 hidden in a drawer.<br><br> <<click [[Take it|Danube Street]]>><<set $money += 1000>><<crime10>><</click>><<crime>><br> <<click [[Leave|Danube Street]]>><</click>><br> <<elseif $rng gte 61>> You find a nice-looking brooch in a draw.<br><br> <<click [[Take it|Danube Street]]>><<set $blackmoney += 10>><<crime10>><</click>><<crime>><br> <<click [[Leave|Danube Street]]>><</click>><br> <<elseif $rng gte 51>> You find £20 beneath a cushion.<br><br> <<click [[Take it|Danube Street]]>><<set $money += 2000>><<crime20>><</click>><<crime>><br> <<click [[Leave|Danube Street]]>><</click>><br> <<elseif $rng gte 41>> You find a necklace on a stool beside the coat stand.<br><br> <<click [[Take it|Danube Street]]>><<set $blackmoney += 20>><<crime20>><</click>><<crime>><br> <<click [[Leave|Danube Street]]>><</click>><br> <<elseif $rng gte 31>> You find £30 lying on the kitchen worktop.<br><br> <<click [[Take it|Danube Street]]>><<set $money += 3000>><<crime30>><</click>><<crime>><br> <<click [[Leave|Danube Street]]>><</click>><br> <<elseif $rng gte 21>> You find a set of silverware.<br> <<click [[Take it|Danube Street]]>><<set $blackmoney += 30>><<crime30>><</click>><<crime>><br> <<click [[Leave|Danube Street]]>><</click>><br> <<elseif $rng gte 11>> You find a pair of gold cufflinks in a coat pocket.<br><br> <<click [[Take them|Danube Street]]>><<set $blackmoney += 40>><<crime40>><</click>><<crime>><br> <<click [[Leave|Danube Street]]>><</click>><br> <<else>> You find £60 in a pot beside the front door.<br><br> <<click [[Take it|Danube Street]]>><<set $money += 6000>><<crime60>><</click>><<crime>><br> <<click [[Leave|Danube Street]]>><</click>><br> <</if>> <</if>> :: Danube House Cat [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "cat">><<set $enemytrust -= 40>> <<if $phase is 0>> The cat pounces on you.<br><br> <</if>> <<set $beaststance to "top">> <<set $rescue to 1>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "cat">><<set $enemytrust -= 40>> You drop to the ground and adopt a mating posture. The cat raises its head and stares at you. It paces closer.<<deviancy2>> <<set $phase to 0>> <<set $rescue to 1>> <<endif>> <<effects>> <<if $phase is 1 and $orgasmdown gte 2>> <<set $phase to 2>> <<person1>>The <<person>> laughs and claps. "His dick is shaped to encourage ovulation in females," <<he>> says. "I'm glad it can satisfy human sluts too." You feel utterly humiliated.<<famebestiality10>><br><br> <<elseif $phase gte 1>> <<person1>>The <<person>> reclines on the sofa, watching you.<br><br> <</if>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $phase is 0>> <<if $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Danube House Cat Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Danube House Cat Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Danube House Cat Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Danube House Cat Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Danube House Cat]]>><</click>></span><<nexttext>> <</if>> <<else>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Danube House Cat Finish 2]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Danube House Cat Finish 2]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Danube House Cat]]>><</click>></span><<nexttext>> <</if>> <</if>> :: Danube House Run [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $physique gte $rng * 100 + 6000>> You turn and run. The cat pounces, but you <span class="green">succeed</span> in evading it. You flee into the street.<<gstress>><<gstress60>><br><br> <<click [[Next|Danube Street]]>><</click>> <<else>> You turn and run. The cat pounces and you <span class="red">fail</span> to evade it. Its weight forces you to the ground.<br><br> <<click [[Next|Danube House Cat]]>><<set $molestationstart to 1>><<generate1>><<generate2>><<set $phase to 2>><</click>><br> <</if>> :: Danube House Cat Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The cat yawns in satisfaction and walks over to the window. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> The cat pacified, you notice its collar glinting. You look closer and see it's encrusted with jewels.<br><br> <<click [[Take It|Danube House Collar]]>><<crime100>><</click>><<crime>><br> <<click [[Leave|Danube Street]]>><</click>><br> <<elseif $enemyhealth lte 0>> The cat cowers and rolls over in submission. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> The cat pacified, you notice its collar glinting. You look closer and see it's encrusted with jewels.<br><br> <<click [[Take It|Danube House Collar]]>><<crime100>><</click>><<crime>><br> <<click [[Leave|Danube Street]]>><</click>><br> <<elseif $alarm is 1>> <<if $beaststance is "top">> <<person1>>"What's the matter now?" says a <<personstop>> <<He>> laughs when <<he>> sees you. "An intruder?" <<He>> takes a seat. "How exquisite."<br><br> <<click [[Next|Danube House Cat]]>><<set $phase to 1>><</click>> <<else>> <<endcombat>> <<generate1>><<person1>>"What's the matter now?" says a <<personstop>> <<He>> laughs when <<he>> sees you. "That's what you get for trespassing." <<He>> whistles and the cat ceases its attack. Before you can stand, <<he>> presses <<his>> foot against your <<genitalsstop>><<famebestiality1>> <br><br> <<click [[Next|Danube House Sneak Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> <<else>> The cat backs away from you, where it stands still and stares. <<tearful>> you glance around. You see nothing of value.<br><br> <<clotheson>> <<endcombat>> <<click [[Leave|Danube Street]]>><</click>><br> <</if>> :: Danube House Cat Finish 2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> <<person1>>The cat makes a satisfied noise and walks over to the window, where it lies down. "He'll sleep like a log after that," says the <<personstop>> <<He>> walks over to you before you can recover and grabs your neck. <<He>> drags you to the front door and hefts you outside. "I'll overlook your trespass, this time." The door slams shut. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><<endevent>><</click>><br> <<elseif $enemyhealth lte 0>> <<person1>>The cat cowers and rolls over in submission. <<tearful>> you escape the room before the <<person>> can react.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><<endevent>><</click>><br> <</if>> :: Danube House Collar [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> The cat makes no move as you remove it's collar. You leave the premises with your prize in hand.<br><br> <<set $blackmoney += 100>><br><br> <<click [[Leave|Danube Street]]>><</click>><br> :: Danube House Sneak Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> "It's best I use my foot. You might be dirty," <<he>> says.<br><br> <<if $vagina isnot "none">> <<set $vagina to "footjob">> <<elseif $penis isnot "none">> <<set $penis to "footjob">> <</if>> <<if $penisexist is 1>> <<set $penisuse to "feet">><<set $speechpenisfoot to 1>> <<else>> <<set $vaginause to "feet">><<set $speechvaginafoot to 1>> <</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Danube House Sneak Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Danube House Sneak Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Danube House Sneak Molestation]]>><</click>></span><<nexttext>> <</if>> :: Danube House Sneak Molestation Finish [nobr] <<if $enemyhealth lte 0>> You trip the <<person>> up. <<tearful>> you escape outside.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Good <<girlcomma>>" <<he>> says, grabbing you by the neck. "I don't think it's fair to get the police involved, but don't you dare trespass again." <<He>> drags you to the front door and shoves you out, slamming the door behind you. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>> <</if>> :: Danube House Safe [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">><<set $lock to 600>> The safe looks expensive, like it might contain something important.<br><br> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Break in (0:05)|Danube House Safe Open]]>><<pass5>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Danube Street]]>><</click>><br> :: Danube House Safe Open [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $skulduggery lt 700>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> <br><br> <<if $rng gte 10>> You successfully open the safe, and find £60 inside.<br><br> <<click [[Take it|Danube Street]]>><<set $money += 6000>><<crime60>><</click>><<crime>><br> <<click [[Leave|Danube Street]]>><</click>><br> <<else>> You successfully open the safe, and find an expensive-looking jewelry inside.<br><br> <<click [[Take it|Danube Street]]>><<set $blackmoney += 200>><<crime200>><</click>><<crime>><br> <<click [[Leave|Danube Street]]>><</click>><br> <</if>> :: Danube House Sneak 2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> You burst from the water and gasp for air. The <<person>> runs and screams. "Help! Someone call the police!" You take that as your cue to leave.<<crime>><<crime50>><br><br> <<click [[Next|Danube Street]]>><<endevent>><</click>><br> :: Danube House Fountain [nobr] <<set $outside to 0>><<set $location to "town">><<water>><<effects>><<set $bus to "danube">> You slip into the fountain and hide beneath the surface of the water. A <<person>> appears above you and sits on the rim. <<He>> doesn't look down, but you hope <<he>> doesn't plan on staying there long. You don't know how long you could hold your breath.<<pass3>><br><br> <<if $physique gte $rng * 100 + 4000>> You <span class="green">succeed</span> in holding your breath. After a few minutes <<he>> leaves. You come up to the surface and gasp for air. <<He>> left an unopened bottle of wine on the side of the fountain. It looks fancy.<br><br> <<click [[Take it|Danube Street]]>><<set $blackmoney += 30>><<crime30>><<endevent>><</click>><<crime>><br> <<click [[Leave|Danube Street]]>><<endevent>><</click>><br> <<else>> A few minutes pass and <<he>> shows no sign of moving. You <span class="red">fail</span> to hold your breath. You know you can't keep this up for much longer.<br><br> <<click [[Dive through the drain|Danube House Dive]]>><<endevent>><</click>><br> <<click [[Come up for air|Danube House Sneak 2]]>><</click>><br> <</if>> :: Danube House Bluff [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> <<skulduggerycheck>> <<if $skulduggerysuccess is 0>> You stand your ground. A <<person>> walks in and freezes on the spot upon seeing you. <<if $submissive gte 1150>> "I-I'm the fairy of the fountain. I'm here to grant you a wish," you say, although it sounds less clever than it did in your head. <<elseif $submissive lte 850>> "I'm the spirit of the fountain, here to punish you for your sins," you say, although it sounds less clever than it did in your head. <<else>> "I seem to have taken a wrong turn and become lost," you say, although it sounds less clever than it did in your head. <</if>> <br><br> "Do you think I was born yesterday?" <<he>> says, recovered from <<his>> initial shock. "Stay there, I'm calling the police." You take that as your cue to flee the scene. <<crime50>><<crime>><br><br> <<skulduggeryskilluse>> <<click [[Next|Danube Street]]>><<endevent>><</click>><br> <<else>> You dunk yourself in the fountain, drenching you, then sit on the edge. A <<person>> walks in and freezes on the spot upon seeing you. You look at <<himcomma>> giving the best impression of confusion and hopelessness you can muster. "I fell down a drain," you say. "It was dark and scary. I just swam up, now I'm here. Where am I?"<br><br> The <<person>> runs over and wraps <<his>> dressing gown around you. "Oh you poor thing." <<he>> says. "We've had animals turn up that way, I never thought..." You keep your head bowed to conceal your smirk as <<he>> continues apologising and fussing over you.<br><br> "Are you sure you'll be okay?" <<he>> says once at the front door.<br><br> "I will now, thanks to you," you reply. <<He>> let you keep the gown. It looks valuable.<br><br> <<set $blackmoney += 60>> <<skulduggeryskilluse>> <<click [[Next|Danube Street]]>><<endevent>><</click>><br> <</if>> :: Danube House Dive [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "danube">> You swim to the bottom of the fountain. As you approach the drain the pull becomes stronger, until you're being pulled along. You're sucked down into the dark and through a passage, before emerging in stale air somewhere underground.<br><br> <<click [[Next|Drain Water]]>><<set $bus to "residentialdrain">><</click>><br>
fire2244/degrees
game/skul-danube.twee
twee
unknown
87,361
:: Domus House Lock [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">><<set $lock to 100>> The door is locked tight.<br><br> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Break in (0:05)|Domus House Sneak]]>><<pass5>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Domus Street]]>><</click>><br> :: Domus House Knock [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "domus">> You walk up to one of the homes and knock on the door.<br><br> <<if $rng gte 96 and $bestialitydisable is "f">> You hear a bark. A dog emerges from a kennel and runs towards you. Its chain pulls taut, preventing it from getting any closer.<br><br> <<click [[Tease|Domus House Tease]]>><</click>><<deviant1>><br> <<click [[Ignore|Domus House Ignore]]>><</click>><br> <<elseif $rng gte 91 and $bestialitydisable is "f">> You hear a growl. A dog emerges from a kennel and paces towards you.<br><br> <<click [[Pet it|Domus Entrance Pet]]>><</click>><br> <<click [[Run|Domus Entrance Run]]>><</click>><br> <<elseif $rng gte 51>> There's no response.<br><br> <<click [[Break in|Domus House Lock]]>><</click>><br> <<click [[Go to the Next House (0:02)|Domus House Knock]]>><<pass2>><</click>><br> <<click [[Stop|Domus Street]]>><</click>><br> <<elseif $rng gte 41>> <<generate1>><<person1>>A <<person>> answers the door. "How can I help you?" <<He>> says.<br><br> <<click [[Ask for work|Domus House Work]]>><<set $phase to 1>><</click>><br> <<click [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</click>><br> <<elseif $rng gte 31>> <<generate1>><<person1>>A <<person>> answers the door. "Whaddya want?" <<he>> says.<br><br> <<click [[Ask for work|Domus House Work]]>><<set $phase to 2>><</click>><br> <<click [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</click>><br> <<elseif $rng gte 21>> <<generate1>><<person1>>A <<person>> answers the door. "Oh, you're a cutie," <<he>> says. "Is there anything I can do for you?"<br><br> <<click [[Ask for work|Domus House Work]]>><<set $phase to 3>><</click>><br> <<click [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</click>><br> <<elseif $rng gte 11>> <<generate1>><<generate2>><<person1>>A <<person>> answers the door. "Yes?" <<he>> says.<br><br> Before you can respond, a <<person2>><<person>> calls out, <<his>> head buried in a newspaper. "Who is it?"<br><br> "Just some kid," the <<person1>><<person>> says.<br><br> <<click [[Ask for work|Domus House Work]]>><<set $phase to 4>><</click>><br> <<click [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</click>><br> <<else>> <<generatey1>><<person1>>A <<person>> answers the door. "Hello!" <<he>> says.<br><br> <<click [[Ask for work|Domus House Work]]>><<set $phase to 5>><</click>><br> <<click [[Say you've got the wrong address and leave|Domus Street]]>><<endevent>><</click>><br> <</if>> :: Domus House Work [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $phase is 1>> <<if $rng gte 1>> "I do need some help actually," <<he>> says. "My gutters need cleaning out. Should take a few hours. I'll give you £25 for it."<br><br> <<click [[Accept|Domus Gutters]]>><</click>><br> <<click [[Refuse|Domus Street]]>><<endevent>><</click>><br> <<else>> "I'm sorry," <<he>> says. "There's nothing I need done. Goodbye."<br><br> <<click [[Try another house|Domus House Knock]]>><<endevent>><</click>><br> <<click [[Stop|Domus Street]]>><<endevent>><</click>><br> <</if>> <<elseif $phase is 2>> <<if $rng gte 1>> "Yeah, I got something I need doing," <<he>> says. "I'll give you £10 if you clean my lounge. Might take an hour."<br><br> <<click [[Accept|Domus Lounge]]>><</click>><br> <<click [[Refuse|Domus Street]]>><<endevent>><</click>><br> <<else>> "There's nothing you can help with," <<he>> says, scratching <<his>> arm. "Get lost."<br><br> <<click [[Try another house|Domus House Knock]]>><<endevent>><</click>><br> <<click [[Stop|Domus Street]]>><<endevent>><</click>><br> <</if>> <<elseif $phase is 3>> <<if $rng gte 1>> The <<person>> thinks for a moment. "I need something delivered," <<he>> says. "Should only take ten minutes to get there and back, and you'll get £5."<br><br> <<click [[Accept|Domus Delivery]]>><</click>><br> <<click [[Refuse|Domus Street]]>><<endevent>><</click>><br> <<else>> "There's nothing I need," <<he>> says, leaning against the door frame. "You'd best be careful, a cute thing like you is gonna attract attention."<br><br> <<click [[Try another house|Domus House Knock]]>><<endevent>><</click>><br> <<click [[Stop|Domus Street]]>><<endevent>><</click>><br> <</if>> <<elseif $phase is 4>> <<if $rng gte 1>> The <<person>> turns to the <<person2>><<personstop>> "Do we have any jobs that need doing?" <<he>> says.<br><br> "You still haven't painted that room, have you?" the <<person>> responds. "Should have <<phim>> do that."<br><br> The <<person1>><<person>> looks back to you. "That's an idea. We'll give you £50 to paint the spare room. Should take six hours."<br><br> <<click [[Accept|Domus Painting]]>><</click>><br> <<click [[Refuse|Domus Street]]>><<endevent>><</click>><br> <<else>> The <<person>> turns to the <<person2>><<personstop>> "Do we have any jobs that need doing?" <<he>> says.<br><br> <<person2>>"Nothing I'd trust to a random street urchin," responds the <<personstop>><br><br> <<person1>>"Don't be rude," says the <<personcomma>> as <<he>> shuts the door on your face.<br><br> <<click [[Try another house|Domus House Knock]]>><<endevent>><</click>><br> <<click [[Stop|Domus Street]]>><<endevent>><</click>><br> <</if>> <<else>> <<if $rng gte 1>> "I'm having trouble with homework," <<he>> says. "I'll give you £5 if you help."<br><br> <<click [[Accept (1:00)|Domus Homework]]>><</click>><br> <<click [[Refuse|Domus Street]]>><<endevent>><</click>><br> <<else>> "I don't know," <<he>> says. "You'll have to come back when my parents are home."<br><br> <<click [[Try another house|Domus House Knock]]>><<endevent>><</click>><br> <<click [[Stop|Domus Street]]>><<endevent>><</click>><br> <</if>> <</if>> :: Domus Gutters [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> You climb a ladder to reach the rooftop, and get to work clearing moss.<<pass60>><br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<if $skirt is 1>> About an hour into your task you notice the <<person>> stood beneath you, pointing <<his>> camera phone up at you. You're perplexed for a moment, then realise <<he>> can see straight up your skirt. You put a hand between your thighs to cover yourself. "Don't be shy," <<he>> says, smiling. <<if $undertype is "naked">> "You're a lewd thing to be clambering around with no underwear." <<elseif $undertype is "chastity">> "Nice $underclothes, who has the key?" <<else>> "You have nice pair of $underclothes there." <</if>> <<He>> laughs and walks back inside.<br><br> <<pass60>><<pass60>> Once the gutters are clean, you climb down and report to the <<person>> for payment. You find <<him>> waiting for you in the kitchen, holding your money in one hand and the phone in the other, which shows a rather compromising image of you.<br><br> "Here's the deal," <<he>> says. "I'll let you delete these pictures, and in return I get to know you more intimately. <<if $playergenderappearance is "m" and $playergender is "f" and $undervaginaexposed is 1>> You don't want people knowing you like dressing as a boy, do you?" <<elseif $playergenderappearance is "f" and $playergender is "m" and $undervaginaexposed is 1>> You don't want people knowing you like dressing as a girl, do you?" <<elseif $undervaginaexposed is 1>> I'm sure there's lots of perverts who'd love to see your <<pussystop>>" <<else>> I'm sure there's lots of perverts who'd love some upskirt shots of you." <</if>> <br><br> <<click [[Accept|Domus Gutters Molestation]]>><<set $molestationstart to 1>><</click>><br> <<click [[Refuse to be blackmailed|Domus Gutters Refuse]]>><</click>><br> <<else>> About an hour into your task a bird bursts from the nearby chimney. Startled, you slip nearly fall from the roof.<<gstress>><<gstress60>><br><br> Once the gutters are clean, you climb down and report to the <<person>> for your payment. "Nice Job," <<He>> says, staring up at your handiwork. "Here you go, well earned."<br><br><<pass60>><<pass60>> You've made £25.<<set $money += 2500>><br><br> <<click [[Next|Domus Street]]>><<endevent>><</click>><br> <</if>> <<else>> Once the gutters are clean, you climb down and report to the <<person>> for your payment. "Nice Job," <<He>> says, staring up at your handiwork. "Here you go, well earned."<br><br><<pass60>><<pass60>> You've made £25.<<set $money += 2500>><br><br> <<click [[Next|Domus Street]]>><<endevent>><</click>><br> <</if>> :: Domus Lounge [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> You enter the lounge. Empty bottles and pizza boxes lay strewn about the room. The <<person>> lazes on the sofa and starts watching TV, as if you're not there.<<pass30>><br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> You're bending over to pick up a pizza box stuck beneath a chair when the <<person>> grabs you from behind.<br><br> <<click [[Next|Domus Lounge Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<pass30>>An hour passes, and you've cleared the worst of the debris. It seems enough to satisfy <<himstop>> "Good job. Here you go."<br><br> You've earned £10.<<set $money += 1000>><br><br> <<click [[Leave|Domus Street]]>><<endevent>><</click>><br> <</if>> :: Domus Lounge Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Domus Lounge Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Domus Lounge Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Domus Lounge Molestation]]>><</click>></span><<nexttext>> <</if>> :: Domus Lounge Molestation Finish [nobr] <<if $enemyhealth lte 0>> The <<person>> slumps back into <<his>> chair. <<tearful>> you escape outside.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Domus Street]]>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Good job," <<he>> says. "Here you go." <<tearful>> you stagger from the building.<br><br> You've gained £10.<<set $money += 1000>><br><br> <<clotheson>> <<endcombat>> <<click [[Next|Domus Street]]>><</click>> <</if>> :: Domus Delivery [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> The <<person>> hands you a brown envelope and gives you the address. "They'll pay you there. Thanks for the help."<br><br> <<endevent>> Once you round a corner you look more closely at the envelope. It's unmarked, and you can't feel anything inside except maybe paper.<br><br> <<set $skulduggerydifficulty to 1>> <<click [[Open it|Domus Delivery2]]>><<set $phase to 2>><<crime1>><</click>><<skulduggerydifficulty>><<crime>><br> <<click [[Don't open it|Domus Delivery3]]>><<set $phase to 1>><</click>><br> :: Domus Painting [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> The <<person1>><<person>> leads you to the second floor and into a small, empty room. A tin of paint sits on a step ladder, beside a collection of brushes and a roller.<br><br> "That's everything you need," <<he>> says. "We'll be downstairs."<br><br> <<pass120>>You get to work painting the room. <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> You finish painting one of the walls and try to stand back to admire your handiwork, but feel a force pull on your thigh. Looking down you see your $lowerclothes stuck to the wall. You try to prise yourself free, but it's really stuck there.<br><br> <<click [[Be more forceful|Domus Painting Force]]>><</click>><br> <<else>> <<pass120>><<pass120>>After some arduous hours, you stand back to admire your finished handiwork.<br><br> You've earned £50.<<set $money += 5000>><br><br> <<click [[Next|Domus Street]]>><<endevent>><</click>><br><br> <</if>> :: Domus Homework [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> You try to help the <<person>> with <<his>> homework, but <<he>> isn't interested, prefering instead that you simply do it for <<himstop>><<pass30>> <<if $school gte 1600>> It's at least faster this way. <<elseif $school gte 1200>> <<else>> You do your best, but struggle a bit. <</if>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure) and $uppertype isnot "naked">> <br><br> "I'm bored," <<he>> says after about thirty minutes. Then without warning, <<his>> eyes light up. "I have an idea. If you take your top off, I'll be able to pay attention easy." <<He>> looks at you, eyes full of hope.<br><br> <<if $playergenderappearance is "m" and $breastsize lte 2>> <<click [[Take your top off|Domus Homework Strip]]>><<set $phase to 1>><</click>><<exhibitionist1>><br> <<else>> <<if $exhibitionism gte 35>> <<click [[Take your top off|Domus Homework Strip]]>><<set $phase to 2>><</click>><<exhibitionist3>><br> <</if>> <</if>> <<click [[Refuse|Domus Homework 2]]>><</click>><br> <<else>> <<if $uppertype is "naked">> <<He>> keeps leering at your bare chest when <<he>> thinks you won't notice. <<else>> <<He>> rests <<his>> head on the table, looking bored. <</if>><br><br> <<click [[Flirt|Domus Homework Flirt]]>><</click>><<promiscuous1>><br> <<click [[Finish the work|Domus Homework 2]]>><</click>><br> <</if>> :: Domus Delivery2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $rng gte 81>> You open the envelope and investigate its contents. There's a note in a foreign language, and a wad of cash. You might get away with taking some, but the more you take the less likely you'll succeed.<br><br> <<set $skulduggerydifficulty to 300>> <<click [[Take £10|Domus Delivery3]]>><<set $phase to 3>><<set $money += 1000>><</click>><<skulduggerydifficulty>><br> <<set $skulduggerydifficulty to 500>> <<click [[Take £30|Domus Delivery3]]>><<set $phase to 4>><<set $money += 3000>><</click>><<skulduggerydifficulty>><br> <<set $skulduggerydifficulty to 700>> <<click [[Take £100|Domus Delivery3]]>><<set $phase to 5>><<set $money += 10000>><</click>><<skulduggerydifficulty>><br> <<click [[Take nothing|Domus Delivery3]]>><</click>><br> <<else>> You open the envelope and investigate its contents. There's just a note in a foreign language.<br><br> <<click [[Continue|Domus Delivery3]]>><</click>><br> <</if>> :: Domus Delivery3 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> You arrive at your destination, a stately manor on Danube Street. You knock on the door and a <<generate1>><<generate2>><<person2>><<person>> answers. "Ah, my <<person1>><<if $pronoun is "m">>lord<<else>>lady<</if>> has been expecting you," <<person2>><<he>> says. "Please come in."<br><br> You enter a lavish antechamber as a <<person1>><<person>> descends a staircase. <<He>> looks at the envelope. "Good, we've been expecting you," <<he>> says as you hand it to <<himstop>> <<He>> gestures at the <<person2>><<person>> as <<he>> produces a small knife from a pocket. "Pay the <<girlstop>>"<br><br> <<if $phase is 1>> <<He>> hands you the £5 you were promised, and wordlessly guides you outside.<br><br> <<set $money += 500>> <<click [[Next|Danube Street]]>><<endevent>><</click>><br> <<elseif $phase is 2>> <<set $skulduggerydifficulty to 100>><<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<He>> hands you the £5 you were promised, and wordlessly guides you outside.<br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> <<set $money += 500>> <<click [[Next|Danube Street]]>><<endevent>><</click>><br> <<else>> <<He>> starts to hand you the money, but the <<person1>><<person>> <<person2>>interrupts <<himstop>> "This envelope has been been opened," <<person1>><<he>> says, staring at you. "It's good I don't think you could read the contents, or you'd be in real trouble." <<He>> nods at the <<person2>><<personcomma>> who shoves you outside without paying you.<br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> <<click [[Next|Danube Street]]>><<endevent>><</click>><br> <</if>> <<elseif $phase gte 3>> <<if $phase is 3>> <<set $skulduggerydifficulty to 300>> <<elseif $phase is 4>> <<set $skulduggerydifficulty to 500>> <<elseif $phase is 5>> <<set $skulduggerydifficulty to 700>> <</if>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> <<He>> hands you the £5 you were promised, and wordlessly guides you outside.<br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> <<set $money += 500>> <<click [[Next|Danube Street]]>><<endevent>><</click>><br> <<else>> <<He>> starts to hand you the money, but the <<person1>><<person>> <<person2>>interrupts <<himstop>> "This envelope has been been opened," <<person1>><<he>> says, staring at you. "And something taken. I think you need a lesson in manners." <<He>> nods at the <<person2>><<personcomma>> who moves between you and the door. <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> <br><br> The two of them start grabbing your clothing. "Now, where have you hidden it?"<br><br> <<click [[Next|Danube Delivery Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> <</if>> :: Danube Delivery Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcstrip>><<npcidlegenitals>><<set $enemytrust -= 100>><<set $enemyanger += 40>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $uppertype is "naked" and $lowertype is "naked" and $undertype is "naked">> <span id="next"><<click [[Next|Danube Delivery Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $uppertype is "naked" and $lowertype is "naked" and $undertype is "chastity">> <span id="next"><<click [[Next|Danube Delivery Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Danube Delivery Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Danube Delivery Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Danube Delivery Molestation]]>><</click>></span><<nexttext>> <</if>> :: Danube Delivery Molestation Finish [nobr] <<if $enemyhealth lte 0>> You manage to push the <<person2>><<person>> out of the way. <<tearful>> you flee from the building.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<person2>>"I got the money," pants the <<personstop>><br><br> "You got off lightly," the <<person1>><<person>> says, as the <<person2>><<person>> shoves you out the door. <<tearful>> you rise to your feet.<br><br> <<if $phase is 3>> <<set $money -= 1000>> <<elseif $phase is 4>> <<set $money -= 3000>> <<elseif $phase is 5>> <<set $money -= 10000>> <</if>> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>> <<else>> <<person2>>"I got the money," says the <<personstop>><br><br> <<person1>>"Good," says the <<personstop>> "Throw <<phim>> out."<br><br> The <<person2>><<person>> shoves you out the door. <<tearful>> you rise to your feet, doing your best to keep your <<lewdness>> covered.<br><br> <<if $phase is 3>> <<set $money -= 1000>> <<elseif $phase is 4>> <<set $money -= 3000>> <<elseif $phase is 5>> <<set $money -= 10000>> <</if>> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> <<click [[Next|Danube Street]]>><</click>> <</if>> :: Domus Entrance Pet [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> You kneel down and reach out a hand. It stops growling, but now seems a bit too friendly. It tries to mount you.<br><br> <<click [[Next|Domus Entrance Dog]]>><<set $molestationstart to 1>><</click>><br> <<else>> You dog's demeaner changes at your show of affection. It licks your hand and trots back to its kennel. No one answered the door.<br><br> <<click [[Break in|Domus House Lock]]>><</click>><br> <<click [[Go to the Next House (0:02)|Domus House Knock]]>><<pass2>><</click>><br> <<click [[Stop|Domus Street]]>><</click>><br> <</if>> :: Domus Entrance Run [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $rng gte 91>> You turn to run, but trip over a hose and fall flat on your face. The dog jumps on top of you.<br><br> <<click [[Next|Domus Entrance Dog]]>><<set $molestationstart to 1>><<set $phase to 1>><</click>> <<else>> You run from the premises, closing the gate behind you.<br><br> <<domusquick>> <</if>> :: Domus Entrance Dog [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "dog">> <<if $phase is 1>> <<set $beaststance to "top">> <<set $enemyanger += 40>> <<set $enemytrust -= 40>> <</if>> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Domus Entrance Dog Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Domus Entrance Dog Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Domus Entrance Dog Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Domus Entrance Dog]]>><</click>></span><<nexttext>> <</if>> :: Domus Entrance Dog Finish [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> Satisfied, the dog returns to its kennel. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> No one answered the door.<br><br> <<click [[Break in|Domus House Lock]]>><</click>><br> <<click [[Go to the Next House (0:02)|Domus House Knock]]>><<pass2>><</click>><br> <<click [[Stop|Domus Street]]>><</click>><br> <<elseif $enemyhealth lte 0>> The dog flees back to its kennel. <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> No one answered the door.<br><br> <<click [[Break in|Domus House Lock]]>><</click>><br> <<click [[Go to the Next House (0:02)|Domus House Knock]]>><<pass2>><</click>><br> <<click [[Stop|Domus Street]]>><</click>><br> <<elseif $alarm is 1>><<set $rescued += 1>> <<if $rapeavoid is 0 and $beaststance is "top">><<famebestiality1>> <<generate1>><<person1>> "I'm coming!" you hear a <<person>> shout as <<he>> runs down the road. <<He>> leans against the gate and stares wide-eyed at you. <br><br> <<if $submissive lt 850>> "Stop staring idiot, get this dog off me," you say. <<elseif $submissive gte 1150>> "H-help me. I don't wanna be a doggy bitch," you say. <<else>> "Please help," you say. <</if>> <br><br> <<He>> breaks free from <<his>> stupor and grabs the dog by the collar. <<He>> hauls it away from you and shoos it back to its kennel. <<tearful>> you struggle to your feet. <<if $submissive lt 850>> "Don't you dare tell anyone about this," you say. <<elseif $submissive gte 1150>> "Don't let anyone know," you mumble, staring at your feet. <<else>> "Please don't tell anyone," you say. <</if>> <<He>> nods, but something tells you <<he>> won't keep <<his>> promise. <br><br> <<elseif $exposed gte 1>><<fameexhibitionism1>> <<generate1>><<person1>> "I'm coming!" you hear a <<person>> shout as <<he>> runs down the road. <<He>> leans against the gate and stares wide-eyed at you. You feel <<his>> eyes bore into your <<lewdness>> as <<he>> opens the gate.<br><br> <<if $submissive lt 850>> "Stop staring idiot, get this dog off me," you say. <<elseif $submissive gte 1150>> "H-help me," you say. <<else>> "Please help," you say. <</if>> <br><br> <<He>> breaks free from <<his>> stupor and grabs the dog by the collar. <<He>> hauls it away from you and shoos it back to its kennel. <<tearful>> you struggle to your feet. <<if $submissive lt 850>> "I said stop staring!" you say, face reddening. <<elseif $submissive gte 1150>> "Please don't look," you say. <<else>> You cover yourself to escape <<his>> gaze. <</if>> <<He>> looks away from you, but keeps stealing glances as <<he>> leaves the premises. <br><br> <<else>> <<generate1>><<person1>> "I'm coming!" you hear a <<person>> shout as <<he>> runs down the road. <<He>> leans against the gate and stares wide-eyed at you.<br><br> <<if $submissive lt 850>> "Stop staring idiot, get this dog off me," you say. <<elseif $submissive gte 1150>> "H-help me," you say. <<else>> "Please help," you say. <</if>> <br><br> <<He>> breaks free from <<his>> stupor and grabs the dog by the collar. <<He>> hauls it away from you and shoos it back to its kennel. <<tearful>> you struggle to your feet. "Are you ok?" <<he>> enquires.<br><br> <<if $submissive lt 850>> "Took you long enough," you say. Satisfied that <<his>> job is done, <<he>> leaves the premises. <<elseif $submissive gte 1150>> "Yes, thank you," you say. Satisfied that <<his>> job is done, <<he>> leaves the premises. <<else>> "Yes thanks," you say. Satisfied that <<his>> job is done, <<he>> leaves the premises. <</if>> <br><br> <</if>> <<clotheson>> <<endcombat>> <<domusquick>> <</if>> :: Domus Gutters Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<set $enemytrust -= 40>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Domus Gutters Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Domus Gutters Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Domus Gutters Molestation]]>><</click>></span><<nexttext>> <</if>> :: Domus Gutters Refuse [nobr] <<set $outside to 0>><<set $location to "town">><<effects>><<set $bus to "domus">> <<if $undertype is "naked">> <<fameexhibitionism10>> <<else>> <<fameexhibitionism5>> <</if>> <<set $submissive -= 1>> <<if $submissive lt 850>> "Go fuck yourself," you say, holding out your hand. "My money." <<He>> looks taken aback, but hands you what you're owed.<br><br> <<elseif $submissive gte 1150>> "N-no. I won't," you say. <<He>> shrugs. <<else>> "I won't do what you want," you say, defiant. <<He>> sighs in disappointment.<br><br> <</if>> "You're making a mistake," <<he>> begins, but you're already leaving.<br><br> You've made £25.<<set $money += 2500>><br><br> <<domusquick>> :: Domus Gutters Molestation Finish [nobr] <<if $enemyhealth lte 0>> You knock the <<person>> into a cupboard, which disgorges its contents all over <<himstop>> <<tearful>> you grab the fallen phone and delete the photos before <<he>> can recover. You take some money on the way out too.<br><br> You've made £25.<<set $money += 2500>><br><br> <<clotheson>> <<endcombat>> <<click [[Next|Domus Street]]>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Here," <<He>> throws the phone at you. <<tearful>> you delete the photos before <<he>> changes <<his>> mind. "Here's your money too. I'm a <<if $pronoun is "m">>man<<else>>woman<</if>> of my word".<br><br> You've made £25.<<set $money += 2500>><br><br> <<clotheson>> <<endcombat>> <<click [[Next|Domus Street]]>><</click>> <</if>> :: Domus House Tease [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You turn your back to the beast, bend over, and wiggle your <<bottomstop>> It strains against the chain with renewed and frenzied vigour.<<deviancy1>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> The chain breaks free from its mooring, and the dog leaps towards you.<br><br> <<click [[Next|Domus Entrance Dog]]>><<set $molestationstart to 1>><</click>><br> <<else>> You turn back to the door.<br><br> <<click [[Break in|Domus House Lock]]>><</click>><br> <<click [[Go to the Next House (0:02)|Domus House Knock]]>><<pass2>><</click>><br> <<click [[Stop|Domus Street]]>><</click>><br> <</if>> :: Domus House Ignore [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You ignore the beast and turn back to the door.<br><br> <<click [[Break in|Domus House Lock]]>><</click>><br> <<click [[Go to the Next House (0:02)|Domus House Knock]]>><<pass2>><</click>><br> <<click [[Stop|Domus Street]]>><</click>><br>
fire2244/degrees
game/skul-domus.twee
twee
unknown
31,000
:: Dance Studio Register [nobr] <<set $outside to 0>><<effects>><<set $lock to 200>> A standard cash register sits on a counter. It's locked tight.<br><br> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Dance Studio Register Sneak]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Dance Studio]]>><</click>><br> :: Dance Studio Register Sneak [nobr] <<set $outside to 0>><<effects>><<set $lock to 200>> <<set $dancestudiotheft to 1>> <<set $tip to random(3000, 9000)>> <<set $tip to Math.round($tip)>> You deftly open the cash register and count out the money inside. There's £<<print ($tip / 100)>>.<br><br> <<if $skulduggery lt 300>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> <br><br> <<click [[Take it|Dance Studio]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</click>><<crime>><br> <<click [[Leave it|Dance Studio]]>><</click>><br> :: Ocean Breeze Register [nobr] <<set $outside to 0>><<effects>><<set $lock to 200>> A standard cash register sits on a counter. It's locked tight.<br><br> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Ocean Breeze Register Sneak]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Ocean Breeze]]>><</click>><br> :: Ocean Breeze Register Sneak [nobr] <<set $outside to 0>><<effects>><<set $lock to 200>> <<set $oceanbreezetheft to 1>> <<set $tip to random(3000, 9000)>> <<set $tip to Math.round($tip)>> You deftly open the cash register and count out the money inside. There's £<<print ($tip / 100)>>.<br><br> <<if $skulduggery lt 300>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> <br><br> <<click [[Take it|Ocean Breeze]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</click>><<crime>><br> <<click [[Leave it|Ocean Breeze]]>><</click>><br> :: Strip Club Register [nobr] <<set $outside to 0>><<effects>><<set $lock to 200>> A standard cash register sits on a counter. It's locked tight.<br><br> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Strip Club Register Sneak]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Strip Club]]>><</click>><br> :: Strip Club Register Sneak [nobr] <<set $outside to 0>><<effects>><<set $lock to 200>> <<set $stripclubtheft to 1>> <<set $tip to random(3000, 9000)>> <<set $tip to Math.round($tip)>> You deftly open the cash register and count out the money inside. There's £<<print ($tip / 100)>>.<br><br> <<if $skulduggery lt 300>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> <br><br> <<click [[Take it|Strip Club]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</click>><<crime>><br> <<click [[Leave it|Strip Club]]>><</click>><br> :: Clothing Shop Register [nobr] <<set $outside to 0>><<effects>><<set $lock to 200>> A standard cash register sits on a counter. It's locked tight.<br><br> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Clothing Shop Register Sneak]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Clothing Shop]]>><</click>><br> :: Clothing Shop Register Sneak [nobr] <<set $outside to 0>><<effects>><<set $lock to 200>> <<set $clothingshoptheft to 1>> <<set $tip to random(3000, 9000)>> <<set $tip to Math.round($tip)>> You deftly open the cash register and count out the money inside. There's £<<print ($tip / 100)>>.<br><br> <<if $skulduggery lt 300>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> <br><br> <<click [[Take it|Clothing Shop]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</click>><<crime>><br> <<click [[Leave it|Clothing Shop]]>><</click>><br> :: Hairdressers Register [nobr] <<set $outside to 0>><<effects>><<set $lock to 200>> A standard cash register sits on a counter. It's locked tight.<br><br> <<if $skulduggery gte $lock>> <span class="green">The lock looks easy to pick.</span><br><br> <<click [[Pick it (0:10)|Hairdressers Register Sneak]]>><<pass10>><<crime1>><</click>><<crime>><br> <<else>> <span class="red">The lock looks beyond your ability to pick.</span><<skulduggeryrequired>><br><br> <</if>> <<click [[Leave|Hairdressers]]>><</click>><br> :: Hairdressers Register Sneak [nobr] <<set $outside to 0>><<effects>><<set $lock to 200>> <<set $hairdresserstheft to 1>> <<set $tip to random(3000, 9000)>> <<set $tip to Math.round($tip)>> You deftly open the cash register and count out the money inside. There's £<<print ($tip / 100)>>.<br><br> <<if $skulduggery lt 300>> <<skulduggeryskilluse>> <<else>> <span class="blue">There's nothing more you can learn from locks this simple.</span> <</if>> <br><br> <<click [[Take it|Hairdressers]]>><<set $money += $tip>><<set $crime += ($tip / 100)>><</click>><<crime>><br> <<click [[Leave it|Hairdressers]]>><</click>><br>
fire2244/degrees
game/skul-shops.twee
twee
unknown
5,791
:: Widgets Dance Actions [widget] <<widget "danceactions">><<nobr>> <<exposure>> <<if $danceevent is 0>> <<if $exposed gte 2 and $exhibitionism lte 74 and $forceddance isnot 1>> <<elseif $exposed gte 1 and $exhibitionism lte 34 and $forceddance isnot 1>> <<else>> <<if $danceactiondefault is "cool">> <label>Cool Dance (0:01) <<radiobutton "$danceaction" "cool" checked>></label> | <<elseif $danceactiondefault is 0>> <label>Cool Dance (0:01) <<radiobutton "$danceaction" "cool" checked>></label> | <<else>> <label>Cool Dance (0:01) <<radiobutton "$danceaction" "cool">></label> | <</if>> <br> <<if $danceactiondefault is "sophisticated">> <label>Sophisticated Dance (0:01) <<radiobutton "$danceaction" "sophisticated" checked>></label> | <<else>> <label>Sophisticated Dance (0:01) <<radiobutton "$danceaction" "sophisticated">></label> | <</if>> <br> <<if $danceactiondefault is "seductive">> <label><span class="meek">Seductive Dance</span> (0:01)<<combatexhibitionist1>> <<radiobutton "$danceaction" "seductive" checked>></label> | <<else>> <label><span class="meek">Seductive Dance</span> (0:01)<<combatexhibitionist1>> <<radiobutton "$danceaction" "seductive">></label> | <</if>> <br> <<if $exhibitionism gte 15>> <<if $danceactiondefault is "sexual">> <label><span class="sub">Sexual Dance</span> (0:01) <<combatexhibitionist2>> <<radiobutton "$danceaction" "sexual" checked>></label> | <<else>> <label><span class="sub">Sexual Dance</span> (0:01) <<combatexhibitionist2>> <<radiobutton "$danceaction" "sexual">></label> | <</if>> <</if>> <<dancestripactions>> <br><br> <span id="next"><<click "Continue">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span> <br> <</if>> <<elseif $danceevent is "strippertrouble">> <<click "Help them">><<set $danceaction to "stripperhelp">><<script>>state.display(state.active.title, null, "back")<</script>><</click>><br> <<click "Ignore">><<set $danceaction to "stripperignore">><<script>>state.display(state.active.title, null, "back")<</script>><</click>><br> <<elseif $danceevent is "note">> <<click "Approach">><<set $danceaction to "noteapproach">><<script>>state.display(state.active.title, null, "back")<</script>><</click>><br> <<click "Ignore">><<set $danceaction to "noteignore">><<script>>state.display(state.active.title, null, "back")<</script>><</click>><br> <<elseif $danceevent is "rape">> <<elseif $danceevent is "molest">> <<click "Let them cop a feel">><<script>>state.display(state.active.title, null, "back")<</script>><</click>><<set $danceaction to "cop">><br> <<if $dancelocation isnot "underground">> <<click "It's too dangerous, time to end the show">><<set $danceaction to "finish">><<script>>state.display(state.active.title, null, "back")<</script>><</click>><br> <</if>> <<elseif $danceevent is "skirtstrip">> <<click "Struggle for your clothes">><<set $danceaction to "skirtstruggle">><<script>>state.display(state.active.title, null, "back")<</script>><</click>><br> <<click "Surrender your clothes">><<set $danceaction to "skirtsurrender">><<script>>state.display(state.active.title, null, "back")<</script>><</click>><br> <<elseif $danceevent is "lowerstrip">> <<click "Struggle for your clothes">><<set $danceaction to "lowerstruggle">><<script>>state.display(state.active.title, null, "back")<</script>><</click>><br> <<click "Surrender your clothes">><<set $danceaction to "lowersurrender">><<script>>state.display(state.active.title, null, "back")<</script>><</click>><br> <<elseif $danceevent is "upperstrip">> <<click "Struggle for your clothes">><<set $danceaction to "upperstruggle">><<script>>state.display(state.active.title, null, "back")<</script>><</click>><br> <<click "Surrender your clothes">><<set $danceaction to "uppersurrender">><<script>>state.display(state.active.title, null, "back")<</script>><</click>><br> <<elseif $danceevent is "understrip">> <<click "Struggle for your clothes">><<set $danceaction to "understruggle">><<script>>state.display(state.active.title, null, "back")<</script>><</click>><br> <<click "Surrender your clothes">><<set $danceaction to "undersurrender">><<script>>state.display(state.active.title, null, "back")<</script>><</click>><br> <<elseif $danceevent is "private" and $dancelocation isnot "underground">> <<click "Ignore">><<set $danceaction to "privaterefuse">><<script>>state.display(state.active.title, null, "back")<</script>><</click>><br> <</if>> <</nobr>><</widget>> :: Widgets Dance Audience [widget] <<widget "danceaudience">><<nobr>> <<if $danceevent is 0>> <<if $allure / 100 + $danceskill / 20 + $audienceexcitement / 5 + $audiencearousal / 5 gte $rng>> <<set $audience to $audience + 1>> <<if $audience is 1>> <<generatel>> A <<person1>><<person>> starts watching you. <<elseif $audience is 2>> <<generatel>> A <<person2>><<person>> starts watching you. <<elseif $audience is 3>> <<generatel>> A <<person3>><<person>> starts watching you. <<elseif $audience is 4>> <<generatel>> A <<person4>><<person>> starts watching you. <<elseif $audience is 5>> <<generatel>> A <<person5>><<person>> starts watching you. <<elseif $audience is 6>> <<generatel>> A <<person6>><<person>> starts watching you. <<else>> Someone else joins the audience. <</if>> <</if>> <<if $audience is 0>> Nobody is paying attention to you. <<elseif $audience is 1>> The <<person>> is watching you intently. <<elseif $audience is 2>> A couple of people are watching you. <<elseif $audience is 3>> A few people are watching you. <<elseif $audience is 4>> Four people are watching you. <<elseif $audience is 5>> Five people are watching you. <<elseif $audience is 6>> Six people are watching you. <<elseif $audience is 7>> Seven people are watching you. <<elseif $audience is 8>> Eight people are watching you. <<elseif $audience is 9>> Nine people are watching you. <<elseif $audience is 10>> Ten people are watching you. <<elseif $audience is 11>> Eleven people are watching you. <<elseif $audience is 12>> A dozen people are watching you. <<elseif $audience lte 24>> There's a small crowd watching you. <<elseif $audience lte 36>> You've attracted quite a crowd. <<else>> There's a large crowd of people watching you. Those at the back struggle to get a good view. <</if>> <<dancespeech>> <br><br> <<if $audience gte 1>> Your audience looks <<if $audienceexcitement is 0>> <span class="red">distracted</span> <<elseif $audienceexcitement lte 20>> <span class="pink">indifferent</span> <<elseif $audienceexcitement lte 40>> <span class="purple">attentive</span> <<elseif $audienceexcitement lte 60>> <span class="blue">interested</span> <<elseif $audienceexcitement lte 80>> <span class="lblue">impressed</span> <<elseif $audienceexcitement lte 99>> <span class="teal">engrossed</span> <<else>> <span class="green">obsessed</span> <</if>> and <<if $audiencearousal is 0>> <span class="blue">chaste.</span> <<elseif $audiencearousal lte 20>> <span class="lblue">reserved.</span> <<elseif $audiencearousal lte 40>> <span class="teal">temperate.</span> <<elseif $audiencearousal lte 60>> <span class="green">excited.</span> <<elseif $audiencearousal lte 80>> <span class="purple">lustful.</span> <<elseif $audiencearousal lte 99>> <span class="pink">lecherous.</span> <<else>> <span class="red">filled with carnal desire.</span> <</if>> <<set $rng to random(1, 100)>> <<if ($allure / 100 + $danceskill / 20 + $audienceexcitement / 5 + $audiencearousal / 5) gte $rng + 50>> <<set $rng to random(1, 10)>> <<set $dancetip to ($rng * $audience * $venuemod * $audiencemod)>> <<set $dancetip to $dancetip + ($dancetip * ($mathstrait / 4))>> <<if $dancetip gte 5000>> Thrilled with the display, your audience showers you with cash. <<elseif $dancetip gte 500>> Someone throws a decent tip at you. <<else>> Someone throws a modest tip at you. <</if>> <<set $dancetip = Math.trunc($dancetip)>> You've gained £<<print ($dancetip / 100)>><<set $money to $money + $dancetip>>. <</if>> <br><br> <<set $rng to random(1, 100)>> <<if $dancelocation is 0>> <<if $audiencearousal gte 100>> <<if $rng gte 91>> <<set $danceevent to "rape">> Driven wild by their lust, your audience surges toward you, their eyes filled with a primal hunger. <<elseif $rng gte 71>> <<set $danceevent to "molest">><<molested>><<controlloss>> <<person1>> The <<person>> reaches out and grasps your waist! <<elseif $rng gte 51>> <<if $underclothes isnot "naked" and $undertype isnot "chastity">> <<if $skirt is 1>> You spin, your skirt flaring up. Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "skirtstrip">><<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <<elseif $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes.<<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<else>> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "understrip">><<molested>><<controlloss>> <</if>> <<else>> <<if $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes. <<set $danceevent to "upperstrip">> <<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <</if>> <</if>> <</if>> <<elseif $audiencearousal gte 81>> <<if $rng gte 91>> <<set $danceevent to "molest">><<molested>><<controlloss>> <<person1>> The <<person>> reaches out and grasps your waist! <<elseif $rng gte 71>> <<if $underclothes isnot "naked" and $undertype isnot "chastity">> <<if $skirt is 1>> You spin, your skirt flaring up. Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "skirtstrip">><<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <<elseif $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes.<<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<else>> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "understrip">><<molested>><<controlloss>> <</if>> <<else>> <<if $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes. <<set $danceevent to "upperstrip">> <<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <</if>> <</if>> <</if>> <<elseif $audiencearousal gte 61>> <<if $rng gte 91>> <<if $underclothes isnot "naked" and $undertype isnot "chastity">> <<if $skirt is 1>> You spin, your skirt flaring up. Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "skirtstrip">><<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <<elseif $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes.<<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<else>> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "understrip">><<molested>><<controlloss>> <</if>> <<else>> <<if $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes. <<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <</if>> <</if>> <</if>> <</if>> <<elseif $dancelocation is "club">> <<if $audiencearousal gte 100>> A member of security motions for you to step off the stage. You open your mouth to ask why, but you are interrupted, "The crowd is getting a bit rowdy. We need to let them cool off, or we won't be able to protect you." Looking at your audience, you can't help but agree.<<set $danceevent to "finish">><br><br> <<elseif $audiencearousal gte 60>> <<if $rng gte 81 and $privatedanceoffered isnot 1>> <<person1>>The <<person>> raises <<his>> <<if $pronoun is "m">>wallet,<<else>>purse,<</if>> indicating <<he>> wants to hire your services.<<set $danceevent to "private">> <<if $promiscuity gte 35>> <<else>> However, you are not promiscuous enough to take up <<his>> offer.<<set $privatedanceoffered to 1>> <</if>> <<elseif $rng gte 91>> The <<person1>><<person>> gazes at you with longing. <<elseif $rng gte 71>><<set $danceevent to "note">> <<person1>>The <<person>> holds up a banknote. <<elseif $rng gte 61>><<set $danceevent to "strippertrouble">> <<person1>>The <<person>> tries to drag another employee off their stage. <<elseif $rng gte 51>> Some of the audience are practically salivating while watching you, but a glance at security quells any violent ambitions. <</if>> <</if>> <<elseif $dancelocation is "cafe">> <<if $timer lte 0>> <<endevent>><<sam>><<person1>>Sam appears beside your table-stage. "That's enough everyone, this <<girl>> has had enough." <<He>> takes you by the arm and leads you into a back room. "Good job today. Here's a little something extra." You earn £10.<<set $samlove += 1>><<set $money += 1000>><<set $danceevent to "finish">> <<else>> <<if $audiencearousal gte 81>> <<if $rng gte 71>> <<if $underclothes isnot "naked" and $undertype isnot "chastity">> <<if $skirt is 1>> You spin, your skirt flaring up. Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "skirtstrip">><<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <<elseif $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes.<<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<else>> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "understrip">><<molested>><<controlloss>> <</if>> <<else>> <<if $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes. <<set $danceevent to "upperstrip">> <<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <</if>> <</if>> <</if>> <<elseif $audiencearousal gte 61>> <<if $rng gte 91>> <<if $underclothes isnot "naked" and $undertype isnot "chastity">> <<if $skirt is 1>> You spin, your skirt flaring up. Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "skirtstrip">><<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <<elseif $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes.<<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<else>> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "understrip">><<molested>><<controlloss>> <</if>> <<else>> <<if $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes. <<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <</if>> <</if>> <</if>> <</if>> <</if>> <<elseif $dancelocation is "brothel">> <<if $audiencearousal gte 100>> <<if $rng gte 91>> <<set $danceevent to "rape">> Driven wild by their lust, your audience surges toward you, their eyes filled with a primal hunger. <<elseif $rng gte 71>> <<set $danceevent to "molest">><<molested>><<controlloss>> <<person1>> The <<person>> reaches out and grasps your waist! <<elseif $rng gte 51>> <<if $underclothes isnot "naked" and $undertype isnot "chastity">> <<if $skirt is 1>> You spin, your skirt flaring up. Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "skirtstrip">><<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <<elseif $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes.<<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<else>> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "understrip">><<molested>><<controlloss>> <</if>> <<else>> <<if $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes. <<set $danceevent to "upperstrip">> <<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <</if>> <</if>> <<elseif $rng gte 31 and $privatedanceoffered isnot 1>> <<person1>>The <<person>> raises <<his>> <<if $pronoun is "m">>wallet,<<else>>purse,<</if>> indicating <<he>> wants to hire your services.<<set $danceevent to "private">> <<if $promiscuity gte 35>> <<else>> However, you are not promiscuous enough to take up <<his>> offer.<<set $privatedanceoffered to 1>> <</if>> <</if>> <<elseif $audiencearousal gte 81>> <<if $rng gte 91>> <<set $danceevent to "molest">><<molested>><<controlloss>> <<person1>> The <<person>> reaches out and grasps your waist! <<elseif $rng gte 71>> <<if $underclothes isnot "naked" and $undertype isnot "chastity">> <<if $skirt is 1>> You spin, your skirt flaring up. Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "skirtstrip">><<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <<elseif $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes.<<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<else>> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "understrip">><<molested>><<controlloss>> <</if>> <<else>> <<if $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes. <<set $danceevent to "upperstrip">> <<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <</if>> <</if>> <<elseif $rng gte 51 and $privatedanceoffered isnot 1>> <<person1>>The <<person>> raises <<his>> <<if $pronoun is "m">>wallet,<<else>>purse,<</if>> indicating <<he>> wants to hire your services.<<set $danceevent to "private">> <<if $promiscuity gte 35>> <<else>> However, you are not promiscuous enough to take up <<his>> offer.<<set $privatedanceoffered to 1>> <</if>> <</if>> <<elseif $audiencearousal gte 61>> <<if $rng gte 91>> <<if $underclothes isnot "naked" and $undertype isnot "chastity">> <<if $skirt is 1>> You spin, your skirt flaring up. Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "skirtstrip">><<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <<elseif $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes.<<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<else>> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "understrip">><<molested>><<controlloss>> <</if>> <<else>> <<if $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes. <<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <</if>> <</if>> <<elseif $rng gte 71 and $privatedanceoffered isnot 1>> <<person1>>The <<person>> raises <<his>> <<if $pronoun is "m">>wallet,<<else>>purse,<</if>> indicating <<he>> wants to hire your services.<<set $danceevent to "private">> <<if $promiscuity gte 35>> <<else>> However, you are not promiscuous enough to take up <<his>> offer.<<set $privatedanceoffered to 1>> <</if>> <</if>> <</if>> <<elseif $dancelocation is "underground">> <<if $audiencearousal gte 100>> <<if $rng gte 91>> <<set $danceevent to "rape">> Driven wild by their lust, your audience surges toward you, their eyes filled with a primal hunger. <<elseif $rng gte 71>> <<set $danceevent to "molest">><<molested>><<controlloss>> <<person1>> The <<person>> reaches out and grasps your waist! <<elseif $rng gte 51>> <<if $underclothes isnot "naked" and $undertype isnot "chastity">> <<if $skirt is 1>> You spin, your skirt flaring up. Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "skirtstrip">><<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <<elseif $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes.<<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<else>> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "understrip">><<molested>><<controlloss>> <</if>> <<else>> <<if $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes. <<set $danceevent to "upperstrip">> <<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <</if>> <</if>> <<elseif $rng gte 31 and $privatedanceoffered isnot 1>> <<person1>>The <<person>> raises <<his>> <<if $pronoun is "m">>wallet,<<else>>purse,<</if>> indicating <<he>> wants to hire your services.<<set $danceevent to "private">> <</if>> <<elseif $audiencearousal gte 81>> <<if $rng gte 91>> <<set $danceevent to "molest">><<molested>><<controlloss>> <<person1>> The <<person>> reaches out and grasps your waist! <<elseif $rng gte 71>> <<if $underclothes isnot "naked" and $undertype isnot "chastity">> <<if $skirt is 1>> You spin, your skirt flaring up. Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "skirtstrip">><<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <<elseif $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes.<<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<else>> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "understrip">><<molested>><<controlloss>> <</if>> <<else>> <<if $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes. <<set $danceevent to "upperstrip">> <<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <</if>> <</if>> <<elseif $rng gte 51 and $privatedanceoffered isnot 1>> <<person1>>The <<person>> raises <<his>> <<if $pronoun is "m">>wallet,<<else>>purse,<</if>> indicating <<he>> wants to hire your services.<<set $danceevent to "private">> <</if>> <<elseif $audiencearousal gte 61>> <<if $rng gte 91>> <<if $underclothes isnot "naked" and $undertype isnot "chastity">> <<if $skirt is 1>> You spin, your skirt flaring up. Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "skirtstrip">><<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <<elseif $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes.<<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<else>> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $underclothes.<<set $danceevent to "understrip">><<molested>><<controlloss>> <</if>> <<else>> <<if $upperclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $upperclothes. <<set $danceevent to "upperstrip">><<molested>><<controlloss>> <<elseif $lowerclothes isnot "naked">> Lacking in decency, a member of your audience seizes the opportunity and lunges for your $lowerclothes.<<set $danceevent to "lowerstrip">><<molested>><<controlloss>> <</if>> <</if>> <<elseif $rng gte 71 and $privatedanceoffered isnot 1>> <<person1>>The <<person>> raises <<his>> <<if $pronoun is "m">>wallet,<<else>>purse,<</if>> indicating <<he>> wants to hire your services.<<set $danceevent to "private">> <</if>> <</if>> <</if>> <</if>> <</if>> <br><br> <</nobr>><</widget>> :: Widgets Dance Effects [widget] <<widget "danceeffects">><<nobr>> <<set $danceevent to 0>> <<set $audiencemod to $audiencemod - 1>><<set $audiencemod to Math.clamp($audiencemod, 1, 10)>> <<if $danceaction is "stripperhelp">><<set $danceaction to 0>><<set $audiencearousal -= 10>><<set $audienceexcitement -= 1>> You stop your dance, fold your arms and stare at the <<personstop>> It disrupts the flow of your performance, but <<he>> gets the hint and stops bothering the other dancer. The dancer gives you a grateful smile.<<ltrauma60>><<ltrauma>><<famegood1>> <</if>> <<if $danceaction is "stripperignore">><<set $danceaction to 0>> You turn away from the other dancer. <</if>> <<if $danceaction is "noteapproach">><<set $danceaction to 0>> <<set $tipmod to 0.6>><<tipset>> The <<person>> makes a twirling motion with <<his>> finger. You turn around. <<if $rng gte 91>> <<if $audience gte 6>> Cheered on by the crowd, <<he>> <<else>> <<He>> <</if>> reaches up and seizes you by the thighs. <<He>> leans in and kisses your <<bottom>> as <<if $lowertype isnot "naked">> <<if $skirt is 1>> <<if $undertype is "naked">> <<he>> reaches beneath your skirt and pushes the note between your bare cheeks. <<elseif $undertype is "chastity">> <<he>> reaches beneath your skirt and pushes the note beneath your chastity belt. <<else>> <<he>> reaches beneath your skirt and pushes the note into your $underclothes. <</if>> <<else>> <<he>> pushes the note into your $lowerclothes. <</if>> <<else>> <<if $undertype is "naked">> <<he>> pushes the note between your bare cheeks. <<elseif $undertype is "chastity">> <<he>> pushes the note beneath your chastity belt. <<else>> <<he>> pushes the note into your $underclothes. <</if>> <</if>> <<else>> <<if $lowertype isnot "naked">> <<if $skirt is 1>> <<if $undertype is "naked">> <<He>> reaches beneath your skirt and pushes the note between your bare cheeks. <<elseif $undertype is "chastity">> <<He>> reaches beneath your skirt and pushes the note beneath your chastity belt. <<else>> <<He>> reaches beneath your skirt and pushes the note into your $underclothes. <</if>> <<else>> <<He>> pushes the note into your $lowerclothes. <</if>> <<else>> <<if $undertype is "naked">> <<He>> pushes the note between your bare cheeks. <<elseif $undertype is "chastity">> <<He>> pushes the note beneath your chastity belt. <<else>> <<He>> pushes the note into your $underclothes. <</if>> <</if>> <</if>> It attracts attention, and others throw money onto the stage. <<tipreceive>><<garousal>><<garousal60>> <</if>> <<if $danceaction is "noteignore">><<set $danceaction to 0>> You ignore the <<person>> and <<his>> banknote. <</if>> <<if $danceaction is "cop">> <<set $danceaction to 0>> <<garousal30>><<set $dancespeech to "cop">> You let the <<person1>><<person>> feel you up. <<if $audience gte 6>> Cheered on by the crowd, <<he>> <<else>> <<He>> <</if>> reaches round and grips both your nipples between thumb and forefinger while massaging your <<breasts>> with <<his>> remaining digits. They pinch and fondle for a few moments, before running their fingers down your tummy. You tense in anticipation as their hands draw closer to your <<genitalsstop>> However, they release you before things become too lewd, giving your <<bottom>> a swift spank as they do. <</if>> <<if $danceaction is "rape">> <<set $danceaction to 0>> <<garousal30>><<set $danceevent to "rape">> You let the <<person1>><<person>> feel you up. <<if $audience gte 6>> Cheered on by the crowd, <<he>> <<else>> <<He>> <</if>> reaches round and grips both your nipples between thumb and forefinger while massaging your <<breasts>> with <<his>> remaining digits. They pinch and fondle for a few moments, before running their fingers down your tummy. Suddenly, they snatch you from the stage! <</if>> <<if $danceaction is "finish">><<set $danceevent to "finish">> <<set $danceaction to 0>> You decide it's best to quit before the audience becomes too brave. They're disappointed, but they let you pass unmolested.<br><br> <<clotheson>> <</if>> <<if $danceaction is "skirtstruggle">><<set $danceaction to 0>> You try to hold up your $underclothes with one hand while holding down the hem of your skirt with the other. After a brief struggle, you manage to regain control of your clothes, dignity mostly intact.<<garousal10>><<set $underintegrity to $underintegrity - 10>><<set $dancespeech to "struggle">> <<if $underintegrity lte 0>> Your $underclothes are damaged by the struggle however. The ruined fabric soon gives way and the tatters fall to the ground between your legs. A breeze caresses your <<genitalsstop>>covered now only by your $lowerclothes.<<set $audiencemod to $audiencemod + 2>><<garousal10>><<underruined>><<set $audiencearousal to $audiencearousal + 5>><<set $audienceexcitement to $audienceexcitement + 5>><<set $dancespeech to "strip">> <<if $audience gte 3>> The audience cheer as they realise your predicament. <</if>> <</if>> <</if>> <<if $danceaction is "skirtsurrender">><<set $danceaction to 0>> You hold down the hem of your skirt to give yourself some protection as your $underclothes are torn from your thighs. Now bare beneath your $lowerclothes you move away from further prying, conscious of the fact that your <<genitals>> is dangerously close to being displayed for all to see.<<set $audiencemod to $audiencemod + 2>><<garousal20>><<underruined>><<set $audiencearousal to $audiencearousal + 5>><<set $audienceexcitement to $audienceexcitement + 5>><<set $dancespeech to "strip">> <</if>> <<if $danceaction is "upperstruggle">><<set $danceaction to 0>> You struggle to prevent your $upperclothes being ripped clean from your body. After a brief tussle, you manage to regain control of your clothes, dignity mostly intact.<<garousal10>><<set $upperintegrity to $upperintegrity - 10>><<set $dancespeech to "struggle">> <<if $upperintegrity lte 0>> Your $upperclothes was damaged by the struggle however. The ruined fabric soon falls apart, leaving your <<breasts>> exposed for the world to leer at.<<garousal10>><<set $audiencemod to $audiencemod + 2>><<set $leftactiondefault to "uppercover">><<upperruined>><<set $audiencearousal to $audiencearousal + 5>><<set $audienceexcitement to $audienceexcitement + 5>><<set $dancespeech to "strip">> <</if>> <</if>> <<if $danceaction is "uppersurrender">><<set $danceaction to 0>> Your $upperclothes is torn from your body, leaving your <<breasts>> exposed for the world to see.<<set $audiencemod to $audiencemod + 2>><<set $leftactiondefault to "uppercover">><<garousal20>><<upperruined>><<set $audiencearousal to $audiencearousal + 5>><<set $audienceexcitement to $audienceexcitement + 5>><<set $dancespeech to "strip">> <</if>> <<if $danceaction is "lowerstruggle">><<set $danceaction to 0>> You struggle to keep hold of your $lowerclothes and manage to prevent its being ripped from your body.<<garousal10>><<set $lowerintegrity to $lowerintegrity - 10>><<set $dancespeech to "struggle">> <<if $lowerintegrity lte 0>> However, the struggle was fierce and you soon find your $lowerclothes falling from your body in tatters.<<garousal10>><<set $audiencemod to $audiencemod + 2>><<set $rightactiondefault to "lowercover">><<lowerruined>><<set $audiencearousal to $audiencearousal + 5>><<set $audienceexcitement to $audienceexcitement + 5>><<set $dancespeech to "strip">> <<if $underclothes is "naked">> Your breath catches in your throat as your <<genitals>> is revealed for all to see.<<set $audiencearousal to $audiencearousal + 5>><<set $audienceexcitement to $audienceexcitement + 5>><<set $audiencemod to $audiencemod + 2>><<garousal10>> <<if $audience gte 3>> Your audience jeers and taunts, pleased at seeing you in such a vulnerable state. <</if>> <<else>> Your $underclothes are now exposed, becoming the only thing protecting your <<genitalsstop>> <</if>> <</if>> <</if>> <<if $danceaction is "lowersurrender">><<set $danceaction to 0>> Your $lowerclothes <<lowerplural>> ripped from your body.<<garousal10>><<set $audiencemod to $audiencemod + 2>><<set $rightactiondefault to "lowercover">><<lowerruined>><<set $audiencearousal to $audiencearousal + 5>><<set $audienceexcitement to $audienceexcitement + 5>><<set $dancespeech to "strip">> <<if $underclothes is "naked">> Your breath catches in your throat as your <<genitals>> is revealed for all to see.<<set $audiencearousal to $audiencearousal + 5>><<set $audienceexcitement to $audienceexcitement + 5>><<set $audiencemod to $audiencemod + 2>><<garousal10>> <<if $audience gte 3>> Your audience jeers and taunts, pleased at seeing you in such a vulnerable state. <</if>> <<else>> Your $underclothes <<underplural>> now exposed, becoming the only thing protecting your <<genitalsstop>> <</if>> <</if>> <<if $danceaction is "understruggle">><<set $danceaction to 0>> You fight desperately to keep your $underclothes held up.<<garousal10>><<set $underintegrity to $underintegrity - 10>><<set $dancespeech to "struggle">> <<if $underintegrity lte 0>> You are starting to win the tug of war when the fabric tears, throwing you onto the ground minus your underwear. Your breath catches in your throat as your <<genitals>> is revealed for all to see.<<set $audiencearousal to $audiencearousal + 5>><<set $audienceexcitement to $audienceexcitement + 5>><<set $audiencemod to $audiencemod + 4>><<garousal10>><<underruined>><<set $rightactiondefault to "undercover">><<set $dancespeech to "strip">> <<if $audience gte 3>> Your audience jeers and taunts, pleased at seeing you in such a vulnerable state. <</if>> <</if>> <</if>> <<if $danceaction is "undersurrender">><<set $danceaction to 0>> Your $underclothes <<underplural>> from you, freeing your <<genitalsstop>>for the world to see. Your heart pounds at the humiliation.<<set $audiencearousal to $audiencearousal + 10>><<set $audienceexcitement to $audienceexcitement + 10>><<set $audiencemod to $audiencemod + 4>><<garousal30>><<underruined>><<set $rightactiondefault to "undercover">><<set $dancespeech to "strip">> <<if $audience gte 3>> Your audience jeers and taunts, pleased at seeing you in such a vulnerable state. <</if>> <</if>> <<if $danceaction is "cool">> <<set $danceaction to 0>><<set $danceactiondefault to "cool">> <<lstress10>><<gtiredness10>><<dancestat>><<set $dancespeech to "dance">> <<if $audience gte 1>> <<set $audiencearousal to $audiencearousal + $allure / 2000 + $danceskill / 100>> <<set $audienceexcitement to $audienceexcitement + $danceskill / 100>> <</if>> <<if $danceskill lte 200>> Not knowing what else to do, you just bob along rhythmically. <<elseif $danceskill lte 400>> You try to mimic a fashionable dance you've seen on the internet. You end up feeling and looking a little silly. <<elseif $danceskill lte 600>> You decide to keep things simple, and focus on making sure you dance with competence. <<elseif $danceskill lte 800>> You try to mimic a fashionable dance you've seen, and pull it off. <<elseif $danceskill lte 999>> You dance energetically yet smoothly, each move flowing naturally into the next. <<else>> You dominate the area with your moves. <</if>> <br><br><<danceskilluse>><<pass1>> <<set $dancephysique += 1>> <<if $dancephysique gte 10>> <<set $dancephysique -= 10>> <<physique>> <</if>> <<elseif $danceaction is "sophisticated">> <<set $danceaction to 0>><<set $danceactiondefault to "sophisticated">> <<lstress10>><<gtiredness10>><<dancestat>><<set $dancespeech to "dance">> <<if $audience gte 1>> <<set $audiencearousal to $audiencearousal + $allure / 3000 + $danceskill / 100>> <<set $audienceexcitement to $audienceexcitement + $danceskill / 100>> <</if>> <<if $danceskill lte 200>> You sway around in what you hope is a refined manner. <<elseif $danceskill lte 400>> You assume a refined posture, then sway around in what you hope is a refined manner. <<elseif $danceskill lte 600>> You focus on maintaining balance as you twirl and glide. <<elseif $danceskill lte 800>> Without sacrificing poise, you move with speed and confidence. <<elseif $danceskill lte 999>> The serenity with which you move conceals the confidence and focus of your mind. <<else>> You are the very model of dignity as you pirouette. <</if>> <br><br><<danceskilluse>><<pass1>> <<set $dancephysique += 1>> <<if $dancephysique gte 10>> <<set $dancephysique -= 10>> <<physique>> <</if>> <<elseif $danceaction is "seductive">> <<set $danceaction to 0>><<set $danceactiondefault to "seductive">> <<lstress10>><<gtiredness10>><<exhibitionism1>><<dancestat>><<set $dancespeech to "dance">> <<if $audience gte 1>> <<set $audiencearousal to $audiencearousal + $allure / 1000 + $danceskill / 100>> <<set $audienceexcitement to $audienceexcitement + $danceskill / 100>> <</if>> <<if $danceskill lte 200>> You try to dance seductively, but look more silly than sexy. <<elseif $danceskill lte 400>> You dance slowly and daintily, trying to emphasise your beauty. <<elseif $danceskill lte 600>> Your dance moves emphasise the beauty of your body. <<elseif $danceskill lte 800>> You dance smoothly yet suggestively. <<elseif $danceskill lte 999>> You dance with grace and eroticism, showcasing your body. <<else>> Your beguiling movements give little away yet promise the world. <</if>> <br><br><<danceskilluse>><<pass1>> <<set $dancephysique += 1>> <<if $dancephysique gte 10>> <<set $dancephysique -= 10>> <<physique>> <</if>> <<elseif $danceaction is "sexual">> <<set $danceaction to 0>><<set $danceactiondefault to "sexual">> <<lstress10>><<gtiredness10>><<exhibitionism2>><<dancestat>><<set $dancespeech to "dance">> <<if $audience gte 1>> <<set $audiencearousal to $audiencearousal + $allure / 500 + $danceskill / 100>> <<set $audienceexcitement to $audienceexcitement + $danceskill / 100>> <</if>> <<if $danceskill lte 200>> You try to dance provocatively. Due to your lack of skill, this amounts to little more than waving your buttocks around. <<elseif $danceskill lte 400>> You shake your assets, giving a show to anyone who looks. <<elseif $danceskill lte 600>> You dance flirtatiously, your movements emphasising your lewder parts. <<elseif $danceskill lte 800>> You dance skillfully and provocatively, your movements emphasising your lewder parts. <<elseif $danceskill lte 999>> You dance skillfully and provocatively, your entire body advertising a raw sexual energy. <<else>> Your moves radiate a primal and intoxicating sexuality. <</if>> <br><br><<danceskilluse>> <<pass1>> <<set $dancephysique += 1>> <<if $dancephysique gte 10>> <<set $dancephysique -= 10>> <<physique>> <</if>> <<elseif $danceaction is "privaterefuse">> You ignore the potential client. <</if>> <<dancestripeffects>> <br><br> <</nobr>><</widget>> :: Widgets Dance Speech [widget] <<widget "dancespeech">><<nobr>> <<set $rng to random(1, 100)>> <<if $audience is 1>> <<person1>><<He>> shouts. <<elseif $audience is 2>> <<if $rng gte 51>> The <<person1>><<person>> shouts. <<else>> The <<person2>><<person>> shouts. <</if>> <<elseif $audience is 3>> <<if $rng gte 71>> The <<person1>><<person>> shouts. <<elseif $rng gte 41>> The <<person2>><<person>> shouts. <<else>> The <<person3>><<person>> shouts. <</if>> <<elseif $audience gte 4>> <<if $rng gte 71>> A <<person1>><<person>> shouts. <<elseif $rng gte 36>> A <<person2>><<person>> shouts. <<else>> A <<person3>><<person>> shouts. <</if>> <</if>> <<if $dancespeechselector is 1>> <<set $dancespeechselector to 2>> <<elseif $dancespeechselector is 2>> <<set $dancespeechselector to 3>> <<else>> <<set $dancespeechselector to 1>> <</if>> <<if $audience isnot 0>> <<if $dancespeechselector is 1>> <<set $rng to random(1, 100)>> <<if $dancespeech is "cop">> <<if $rng gte 76>> "I bet you love being groped." <<elseif $rng gte 51>> "Aww, I think <<pshes>> shy." <<elseif $rng gte 26>> "You can't display yourself like this without people wanting a taste." <<else>> "You like being fondled, don't you." <</if>> <<elseif $dancespeech is "struggle">> <<if $rng gte 76>> "I love it when they struggle." <<elseif $rng gte 51>> "Come on! Take it off!" <<elseif $rng gte 26>> "Hurry up and strip, I don't have all day." <<else>> "Don't be a tease, let's see some skin." <</if>> <<elseif $dancespeech is "strip">> <<if $rng gte 76>> "I bet you wish you had something to cover up with." <<elseif $rng gte 51>> "<<pShe>> looks better with less clothes." <<elseif $rng gte 26>> "You must be a massive perv to strip in front of strangers." <<else>> "Getting stripped on stage, you have no dignity." <</if>> <<elseif $dancespeech is "dance">> <<if $danceskill gte 800>> <<if $rng gte 76>> "This <<girl>> can really move." <<elseif $rng gte 51>> "<<pShe>> really knows how to show it all off." <<elseif $rng gte 26>> "You're a fantastic dancer." <<else>> "Think <<pshe>> fucks as well as <<pshe>> dances?" <</if>> <<elseif $danceskill gte 400>> <<if $rng gte 76>> "You'd almost be worth watching even if you weren't hot." <<elseif $rng gte 51>> "This <<girl>> ain't a bad dancer." <<elseif $rng gte 26>> "Love watching these sluts shake their assets around." <<else>> "I bet <<pshes>> loving the attention." <</if>> <<elseif $danceskill gte 200>> <<if $rng gte 76>> "You can keep to a rhythm, at least." <<elseif $rng gte 51>> "<<pHer>> dancing is so boring." <<elseif $rng gte 26>> "Stop dancing and do something lewd." <<else>> "You can't really dance <<bitchstop>> You might be an acceptable fucktoy." <</if>> <<else>> <<if $rng gte 76>> "I could do a better job than this <<bitchstop>> I have some dignity though." <<elseif $rng gte 51>> "Where'd this slut learn to dance? The zoo?" <<elseif $rng gte 26>> "They must let anyone up there." <<else>> "You'd be pretty hot if it weren't for the awful dancing." <</if>> <</if>> <<else>> <<if $rng gte 76>> "You must be a right slut to get up on stage like that." <<elseif $rng gte 51>> "You're pretty hot <<girlcomma>> but I bet you know that." <<elseif $rng gte 26>> "I think this <<bitch>> is in need of a good seeing to." <<else>> "Do something naughty." <</if>> <</if>> <<elseif $dancespeechselector is 2>> <<set $rng to random(1, 100)>> <<if $rng gte 51>> <<if $uppertype is "naked">> <<if $breastsize lte 2>> <<if $playergenderappearance is "m">> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Imagine that sleek chest of <<pher>> being fondled from all angles." <<elseif $rng gte 51>> "I wanna lick the sweat off his chest." <<elseif $rng gte 26>> "He must like being exposed in front of a crowd." <<else>> "I bet you love having your nipples toyed with." <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Your chest is so sleek, I'd think you a boy if I didn't know better." <<elseif $rng gte 51>> "Small tits are delicious." <<elseif $rng gte 26>> "Such small boobs must make dancing easier." <<else>> "I bet you love having your nipples toyed with." <</if>> <</if>> <<elseif $breastsize lte 5>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Nice tits." <<elseif $rng gte 51>> "Those are some nicely shaped breasts. You should be proud." <<elseif $rng gte 26>> "<<pHer>> exposed tits really add to the dance." <<else>> "<<pShes>> so confident, exposing <<pher>> breasts like that." <</if>> <<elseif $breastsize lte 8>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "I wonder what those breasts feel like." <<elseif $rng gte 51>> "I bet your tits make great pillows." <<elseif $rng gte 26>> "You're such a slut, shaking your tits around like this." <<else>> "I bet your tits taste wonderful." <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Shake those udders!" <<elseif $rng gte 51>> "Dancing with tits that big must be difficult." <<elseif $rng gte 26>> "Those huge tits are mesmerising." <<else>> "Those breasts were made to be shown off." <</if>> <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Take your $upperclothes off, <<girls>> like you don't need clothes anyway." <<elseif $rng gte 51>> "Let's see some more skin." <<elseif $rng gte 26>> "Are you some sort of prude? Take your $upperclothes off." <<else>> "Strip your $upperclothes, I wanna see your chest." <</if>> <</if>> <<elseif $rng gte 1>> <<if $lowertype is "naked">> <<if $undertype is "naked">> <<if $penisexist is 1>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Look at <<pher>> <<penis>> flop around!" <<elseif $rng gte 51>> "What's it like having your <<penis>> out in front of all these strangers?" <<elseif $rng gte 26>> "You've such a cute <<peniscomma>> I want to taste it." <<else>> "I bet you love having your <<penis>> ogled." <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "You love showing off your <<pussycomma>> don't you." <<elseif $rng gte 51>> "What's it like having your <<pussy>> out in front of all these strangers?" <<elseif $rng gte 26>> "You've such a cute <<pussycomma>> I want to taste it." <<else>> "I bet you love having your <<pussy>> ogled." <</if>> <</if>> <<elseif $undertype is "chastity">> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Where's your master keep the key?" <<elseif $rng gte 51>> "Nice belt. Are you being punished for being a slut?" <<elseif $rng gte 26>> "<<pShes>> locked up tight." <<else>> "I bet you're aching for someone to rip that belt off and fuck you senseless." <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "I wonder what <<pher>> $underclothes smell like." <<elseif $rng gte 51>> "Hey <<bitchcomma>> chuck us your $underclothes." <<elseif $rng gte 26>> "Those $underclothes don't conceal much." <<else>> "<<pShes>> so exposed, I love it." <</if>> <</if>> <<else>> <<if $skirt is 1>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Give us a peak beneath your skirt." <<elseif $rng gte 51>> "Twirl faster <<girlcomma>> lets see that skirt flare." <<elseif $rng gte 26>> "I love it when they dance in skirts." <<else>> "Let me get closer, I want to look up <<pher>> skirt." <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $rng gte 76>> "Take those $lowerclothes off <<girlstop>>" <<elseif $rng gte 51>> "I bet you aren't wearing underwear. Prove me wrong." <<elseif $rng gte 26>> "You must be getting warm with all that movement, why not take off your $lowerclothes?" <<else>> "Those $lowerclothes are cute, but you'd be cuter without them." <</if>> <</if>> <</if>> <</if>> <<else>> <<set $rng to random(1, 100)>> <<if $audienceexcitement gte 100>> <<if $audiencearousal gte 100>> "You're an angel <<girlstop>> Have you come down for a rough fucking?" <<elseif $audiencearousal gte 80>> "I want to fuck <<phim>> but don't want to interrupt <<pher>> dance." <<elseif $audiencearousal gte 60>> "<<pShes>> the perfect <<girlstop>>" <<elseif $audiencearousal gte 40>> "<<pShes>> so beautiful." <<elseif $audiencearousal gte 20>> "I wonder if <<pshes>> for sale." <<else>> "<<pShes>> so graceful, I'm entranced." <</if>> <<elseif $audienceexcitement gte 81>> <<if $audiencearousal gte 100>> "<<pShes>> so lovely, I don't think I can hold back." <<elseif $audiencearousal gte 80>> "I want <<phim>> all to myself." <<elseif $audiencearousal gte 60>> "More! Show us more!" <<elseif $audiencearousal gte 40>> "I bet you know lewder moves than this." <<elseif $audiencearousal gte 20>> "I don't think you're as innocent as you look." <<else>> "<<pShes>> a lot better than the usual sluts we get here." <</if>> <<elseif $audienceexcitement gte 61>> <<if $audiencearousal gte 100>> "This <<girl>> needs a good fuck." <<elseif $audiencearousal gte 80>> "I wonder how much <<pshe>> is." <<elseif $audiencearousal gte 60>> "You're pretty hot, <<girlstop>>" <<elseif $audiencearousal gte 40>> "Damn, I need to get me a <<girl>> like this." <<elseif $audiencearousal gte 20>> "Shake that <<bottom>> for me!" <<else>> "This <<girl>> is pretty good." <</if>> <<elseif $audienceexcitement gte 41>> <<if $audiencearousal gte 100>> "Anyone else feel like dragging <<phim>> off the stage and giving <<phim>> a good fucking?" <<elseif $audiencearousal gte 80>> "Really wish I could afford this slut." <<elseif $audiencearousal gte 60>> "I bet <<pshes>> an easy fuck." <<elseif $audiencearousal gte 40>> "<<pShes>> pretty cool, I guess." <<elseif $audiencearousal gte 20>> "Where can I get me a <<bitch>> like this?" <<else>> "You can dance, but how about you show us a bit more?" <</if>> <<elseif $audienceexcitement gte 21>> <<if $audiencearousal gte 100>> "I got something for you, <<bitchstop>>" <<He>> gestures at <<his>> crotch. <<elseif $audiencearousal gte 80>> "I really want to see <<phim>> get ravaged." <<elseif $audiencearousal gte 60>> "Do you think <<pshe>> would be cheap to fuck?" <<elseif $audiencearousal gte 40>> "Dance harder, let's see some sweat." <<elseif $audiencearousal gte 20>> "Do something lewder." <<else>> "That other <<girl>> was better." <</if>> <<else>> <<if $audiencearousal gte 100>> "<<pShe>> can't dance for shit, but I'd fuck <<pher>> brains out anyway." <<elseif $audiencearousal gte 80>> "It's always funny when these pretty <<girls>> think they can dance." <<elseif $audiencearousal gte 60>> "<<pShe>> can't dance, but at least <<pshes>> hot." <<elseif $audiencearousal gte 40>> "<<pShes>> boring, but at least <<pshes>> cute." <<elseif $audiencearousal gte 20>> "Where'd that cute <<girl>> go? Put <<phim>> back on." <<else>> <<if $rng gte 76>> "Where'd they find these useless sluts anyway?" <<elseif $rng gte 51>> "Just fuck off and let someone better on." <<elseif $rng gte 26>> "Who let this idiot up there?" <<else>> "Get off the stage, <<bitchstop>>" <</if>> <</if>> <</if>> <</if>> <</if>> <<set $dancespeech to 0>> <</nobr>><</widget>>
fire2244/degrees
game/special-dance.twee
twee
unknown
56,108
:: Stalls Ex [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">> You drop to your hands and knees and sneak up to the end of the alleyway. There's a stall carrying fruit very close by, sneaking under it shouldn't be a problem. There's no way to see how easy it will be from that point on though.<br><br> You dart beneath the sheet covering the stall. There's another stall adjacent to this one, so you sneak under that one next, leaving the dubious safety of the alley further behind. The market is closely packed so you are able to move quite far, but eventually you come to a gap in the middle of the road. Surrounded by voices, you feel very conscious of your <<nuditystop>><br><br> You peek up and down the road, and see a car parked between the rows of stalls. The owner is busy loading it with boxes. The vehicle barely fits, so should be able to cross by sneaking beneath it, if you're quick. You hasten toward it.<br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<set $rng to random(1, 100)>> <<if $rng gte 51>> <<generate1>><<person1>>You don't get far. A <<person>> picks this moment to look beneath their stall, and immediately spots you. Their initial look of bewilderment quickly turns mischievous. "I didn't know I had any of you in stock. Here's what's going to happen. You're going to <<if $penis isnot "none">>suck my dick<<else>>lick my pussy<</if>>, and whatever else I feel like, or everyone here will find out what a little harlot you are."<br><br> <<click [[Nod|Stalls Ex Molestation]]>><<set $molestationstart to 1>><</click>><br> <<click [[Refuse|Stalls Ex Caught]]>><<set $phase to 1>><</click>><<garousal>><<gstress>><<gtrauma>> <<else>> You arrive at the stall beside the car, but find it gone. You didn't hear it move above the clamour of the market. What you do hear, however, is the stall behind you being moved. You lean over a storm drain and peek beneath the sheet, and see it being carried away by a group of people. You look around for another way out, but this stall now stands alone; you're trapped. The group soon return and surround the stall. You hear one of them speak. "On the count of three..." They're going to move this one too!<br><br> You're only options are to grab hold of the underside of the stall and be carried with it, or take your chances in the storm drain.<br><br> <<commercialdrainquick>><br> <<if $rng gte 26>> <<click [[Grab hold of the stall|Stalls Ex Caught]]>><</click>> <<else>> <<click [[Grab hold of the stall|Stalls Ex Safe]]>><</click>> <</if>> <</if>> <<else>> You manage to get there in time and, lying prone, shuffle beneath it. You continue to the other side and slink beneath another stall. From there, it's easy to remain concealed as you make your way across the street. Placing your head against the ground, you flick up the cover of the final stall to make sure the way forward is safe. Heart thumping in your chest, you dart into the alleyway, leaving the bustle behind you.<br><br> <<residentialquick>> <</if>> :: Stalls Ex Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcoral>> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1>> <<if $rescue is 1>> <span id="next"><<click [[Next->Stalls Ex Caught]]>><<set $phase to 1>><</click>></span><<nexttext>> <<else>> No one comes to your aid.<<set $alarm to 0>> <<if $drugged is 1>>Intoxicated as you are, you couldn't cry very convincingly.<</if>><br><br> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Stalls Ex Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Stalls Ex Molestation Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Stalls Ex Molestation]]>><</click>></span><<nexttext>> <<endif>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next->Stalls Ex Molestation Ejaculation]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next->Stalls Ex Molestation Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next->Stalls Ex Molestation]]>><</click>></span><<nexttext>> <<endif>> :: Stalls Ex Caught [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">> <<fameexhibitionism10>><<garousal60>><<gstress60>><<gtrauma60>> <<if $phase is 1>> "Fine," the <<person>> grabs you by the neck and drags you into the daylight. "Look everyone." <<He>> shouts. "Look what I found!" Both hawkers and customers turn to investigate, and see you struggling to stand up, exposed and vulnerable. With nowhere to hide, there's not much you can do but flee.<br><br> <<else>> You grab the underside of the stall and are hoisted into the air with it. The ride is too bumpy and your grip slips, causing you to drop painfully to the ground. The stall moves on without you, leaving you uncovered in the middle of the crowded street. With nowhere to hide, there's not much you can do but flee.<<fameexhibitionism50>><<set $pain += 10>><<garousal>><<gstress>><<gtrauma>><br><br> <</if>> You move as quickly as your legs will carry you, trying to escape the laughter, whistling and jeers. You run into an alleyway and round a corner, out of sight of the road, before feeling safe enough to process what just happened. So many people saw you. Your feelings of disgrace are made all the worse by the fluid you feel leaking from your <<genitalsstop>><br><br> <<endevent>> <<residentialquick>> :: Stalls Ex Molestation Ejaculation [nobr] <<ejaculation>> "You're a fun toy. Okay, you can go." <<He>> leaves you lying beneath the stall. You look around, and see the car still there.<br><br> <<clotheson>> <<endcombat>> You manage to get there in time and, lying prone, shuffle beneath it. You continue to the other side and slink beneath another stall. From there, it's easy to remain concealed as you make your way across the street. Placing your head against the ground, you flick up the cover of the final stall to make sure the way forward is safe. Heart thumping in your chest, you dart into the alleyway, leaving the bustle behind you.<br><br> <<residentialquick>> :: Stalls Ex Molestation Escape [nobr] <<effects>> <<He>> recoils in pain, falling backwards out from beneath the stall. By the time <<He>> recovers, you've managed to put some distance between you.<br><br> <<if $upperoff isnot 0>> <<uppersteal>> <</if>> <<if $loweroff isnot 0>> <<lowersteal>> <</if>> <<if $underoff isnot 0>> <<understeal>> <</if>> <br><br> <<clotheson>> <<endcombat>> You manage to get there in time and, lying prone, shuffle beneath it. You continue to the other side and slink beneath another stall. From there, it's easy to remain concealed as you make your way across the street. Placing your head against the ground, you flick up the cover of the final stall to make sure the way forward is safe. Heart thumping in your chest, you dart into the alleyway, leaving the bustle behind you.<br><br> <<residentialquick>> :: Stalls Ex Safe [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "connudatus">> You grip the underside of the stall as it is hoisted into the air. The journey is smooth, and you are soon placed back onto the ground. Placing your head against the ground, you flick up the cover to see where you were taken. Fortunately, you've been carried the rest of the way across the street. Heart thumping in your chest, you dart into the alleyway, leaving the bustle behind you.<br><br> <<residentialquick>> :: Crate Ex [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "park">> When no one is looking, you sneak up to the fence between the park and depot. You squeeze through the bars and peer into the nearest open crate. There are several ceramic containers. It'll be tight, but there should be room for you to hide.<br><br> You climb into the crate and pull the lid on after you. It's a snug fit, but that might make the journey easier. You wait.<br><br> Without warning, the crate lurches into movement. <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> The movements jerk you around for a short while before coming to a stop. That wasn't long enough for you to have crossed the road, surely. A heavy thud above you signals that this may have been a mistake. You push against the lid, and find it completely immovable. You hear an engine rev and you lurch into movement once more.<br><br> <<if $rng gte 81>> You try to keep calm, surely you won't be moved far. You aren't wrong. The vehicle comes to a stop and you hear the object above you lifted off. You dare a peek, and see your house! The coast looks clear, so you gingerly lift the lid and climb free.<br><br> <<domusquick>><br> <<elseif $rng gte 61>> You try to keep calm, surely you won't be moved far. You aren't wrong. The vehicle comes to a stop and you hear the object above you lifted off. You dare a peek, and see the forest. The coast looks clear, so you gingerly lift the lid and climb free.<br><br> <<wolfquick>><br> <<elseif $rng gte 41>> You try to keep calm, surely you won't be moved far. You aren't wrong. The vehicle comes to a stop and you hear the object above you lifted off. You dare a peek, and see the ocean. The coast looks clear, so you gingerly lift the lid and climb free.<br><br> <<starfishquick>><br> <<elseif $rng gte 21>> You try to keep calm, surely you won't be moved far. Those crates had arrived from outside town after all. You aren't wrong. The vehicle comes to a stop and you hear the object above you lifted off. You dare a peek, and see the road out of town. You've moved in the opposite of your intended direction, but you count yourself lucky considering the circumstances. The coast looks clear, so you gingerly lift the lid and climb free.<br><br> <<harvestquick>><br> <<else>> <<if $swarmdisable is "t">> You try to keep calm, surely you won't be moved far. Your thoughts are cut short by a bump in the road; your head bashes against the side of the crate, knocking you out.<br><br> <<click [[Next|Danube Meal]]>><<pass60>><</click>><br> <<else>> You try to keep calm, surely you won't be moved far. Your thoughts are cut short by a bump in the road, one of the ceramic containers bashes against the side of the crate, shattering it into pieces and disgorging its contents all over you. In the tumult, you don't realise what the contents are until you feel them wriggling; it was full of thick, long worms! What's more, the remaining containers sway menacingly now that extra space has been cleared. If they too contain worms, you need to act or you'll soon be swimming in them.<br><br> The worms aren't just wriggling on top of you, they press against you as if trying to find a way inside. The movement is making your body respond in a way you don't want to admit, you start to heat up.<br><br> <<click [[Next|Crate Worms]]>><<set $molestationstart to 1>><</click>> <</if>> <</if>> <<else>> You hear the traffic growing louder, a sign you are moving in the right direction. The crate soon comes to a stop. You gingerly lift the lid and peek out. You are at the mouth of an alleyway on the other side of the street, perfect! You wait until you're sure the coast is clear before slinking out and heading deeper into the alley<br><br> <<commercialquick>> <</if>> :: Crate Worms [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> <<if $molestationstart is 1>><<set $molestationstart to 0>> <<molested>> <<controlloss>> <<set $combat to 1>> <<set $swarmname to "containers">> <<set $swarmmove to "shaking">> <<set $swarmcreature to "worms">> <<set $swarmspill to "shatter">> <<set $swarmsteady to "steady">> <<set $swarmSteady to "Steady">> <<set $swarmcount to 10>> <<set $swarm1 to "active">> <<set $swarm2 to "contained">> <<set $swarm3 to "contained">> <<set $swarm4 to "contained">> <<set $swarm5 to "contained">> <<set $swarm6 to "contained">> <<set $swarm7 to "contained">> <<set $swarm8 to "contained">> <<set $swarm9 to "contained">> <<set $swarm10 to "contained">> <<set $swarmactive to 1>> <<set $timer to 30>> <</if>> <<if $timer gte 25>> The entire crate shakes from the movement of the vehicle. <<elseif $timer gte 20>> You've stopped, but the engine is still running. <<elseif $timer gte 10>> The entire crate shakes from the movement of the vehicle. How long will this go on for? <<elseif $timer gte 1>> The vehicle has stopped and the engine switched off! The weight above still keeps the crate locked down however. They'll move it soon, right? <<else>> You hear someone move the weight off the top of the crate! <</if>> <br><br> <<swarmeffects>> <<swarm>> <<swarmactions>> <<if $stress gte 10000>> <span id="next"><<click [[Next|Crate Worms Passout]]>><</click>></span><<nexttext>> <<elseif $timer lte 0>> <span id="next"><<click [[Next|Crate Worms Escape]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click "Next">><<script>>state.display(state.active.title, null, "back")<</script>><</click>></span><<nexttext>> <</if>> :: Crate Worms Passout [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> It's all just too much for you. You pass out.<br><br> <<endcombat>> <<click [[Next|Danube Meal]]>><<pass60>><</click>> :: Crate Worms Escape [nobr] <<set $outside to 1>><<set $location to "town">><<effects>><<set $bus to "danube">> <<tearful>> you grasp the top of the crate and haul yourself up, pushing the lid off as you do. Worms cascade from you as you struggle out of your writhing cell, but many remain on you. Fortunately whoever freed you didnt stick around to see you in this state; you're alone. You glance around at your surroundings as you brush off the remaining worms. You appear to be on Danube Street, at the delivery entrance of a stately manor. You hear voices in front of the truck that delivered you, and realise you should leave. You suspect worms will be turning up in strange places for a while.<br><br> <<endcombat>> <<danubequick>> :: Park Ex Run [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $daystate is "night">> You flee through the darkness, the dog close on your heels. Its barking slowly fades in intensity as you outpace it, until you can hear it no more. You don't think you were seen. <<else>> You flee through the park, the dog close on your heels. The noise attracts attention, and soon all eyes in the vicinity are on you. <<if $leftarm is "bound" and $rightarm is "bound">>With your arms bound, there's nothing you can do to keep your <<lewdness>> covered.<<else>>You do your best to cover your <<lewdness>> with your hands.<</if>> The beast's barking fades in intensity as you outpace it, until you can hear it no more. You dive behind a hedge as someone whistles at you, and crawl away to safety.<<fameexhibitionism50>> <</if>> <<physique>><br><br> <<endevent>> <<parkeventend>> :: Park Ex Dog Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<if $daystate isnot "night">> <<set $rescue to 1>> <</if>> <<beast1init>><<set $beasttype to "dog">> The growl came from a stray dog. Seeing you stay still, it advances on you.<br><br> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Park Ex Dog Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Park Ex Dog Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Park Ex Dog Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Park Ex Dog Molestation]]>><</click>></span><<nexttext>> <</if>> :: Park Ex Dog Molestation Finish [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $rescue is 1 and $alarm is 1>> <<if $beaststance is "top">> <<generate1>><<generate2>><<generate3>><<generate4>><<person1>>"It came from over there." You hear a <<if $pronoun is "m">>male<<else>>female<</if>> voice say. A <<person>> and three others appear from behind the bush. They stare at the dog humping you briefly, not sure what to do. The <<person>> is the first to speak. "Sorry to bother you. We thought we heard a scream. But it looks like you're just having some fun." <<He>> smirks.<br><br> <<if $submissive lte 850>> You glare at the <<personstop>> "Shut up, and get this thing off me!" The <<person>> looks dumbfounded at your response, but a <<person2>><<person>> laughs and pushes the dog off of you. <<else>> You stare at the ground as you speak. "Please help me." A <<person2>><<person>> steps forward and pushes the dog off of you. <</if>> <br><br> "Where are you clothes?" <<He>> says. "I have some towels you can have, but you shouldn't be walking around like that in the first place. Someone will hurt you." <<tearful>> you cover up and thank the <<personcomma>> before walking away. You hear them talking about you before you leave earshot.<<famebestiality50>><br><br> <<set $rescued += 1>> <<clothesontowel>> <<endcombat>> <<parkeventend>> <<else>> <<generate1>><<generate2>><<generate3>><<generate4>><<person1>>"It came from over there." You hear a <<if $pronoun is "m">>male<<else>>female<</if>> voice say. A <<person>> and three others appear from behind the bush. They pause briefly when they see you, before the <<person>> shouts at the dog, who whimpers and bounds away. <<fameexhibitionism10>><br><br> A <<person2>><<person>> steps forward. "Where are you clothes?" <<He>> says. "I have some towels you can have, but you shouldn't be walking around like that in the first place. Someone will hurt you." <<tearful>> you cover up and thank the <<personcomma>> before walking away. You hear them talking about you before you leave earshot.<br><br> <<set $rescued += 1>> <<clothesontowel>> <<endcombat>> <<parkeventend>> <</if>> <<elseif $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> The beast grunts in satisfaction, and leaves you lying on the grass. <<tearful>> you look around to see if anyone saw you. You don't think they did.<br><br> <<clotheson>> <<endcombat>> <<parkeventend>> <<else>> The beast yelps and flees, its tail between its legs. <<tearful>> you look around to see if anyone saw you. You don't think they did.<br><br> <<clotheson>> <<endcombat>> <<parkeventend>> <</if>> <<set $eventskip to 1>> :: Commercial Ex Mannequin [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You <<nervously>> line up beside the mannequins. Hoping to blend in. <<generate1>><<generate2>>A <<person1>><<person>> and <<person2>><<person>> round the corner. The <<person1>><<person>> stares at your <<lewdness>> as <<he>> walks by. "That one looks a little... accurate." You feel self-conscious, but dare not move an inch.<br><br> <<endevent>> <<generate1>><<generate2>>Before the first pair leave view, a <<person1>><<person>> and <<person2>><<person>> pass them by, heading your way. The <<person1>><<person>> stops in front of you. "Look at this one. It's so lifelike. Do you think anyone would notice if we took it?"<br><br> <<if $rng gte 81>> The <<person2>><<person>> looks up and down the alley. "Alright. But we need to be quick." <<He>> grabs you by the ankles and tries to lift you. "Why is it so heavy? Give us a hand here," the <<person1>><<person>> moves in to help. This isn't what you planned, but you don't know how they'll react if they find out the truth.<br><br> <<click [[Struggle|Commercial Ex Mannequin Molestation]]>><<set $molestationstart to 1>><</click>><br> <<click [[Keep playing the part|Commercial Ex Mannequin 2]]>><</click>><br> <<else>> "Don't be stupid," the <<person2>><<person>> responds without stopping. The <<person1>><<person>> gives you a longing look, then follows.<br><br> Once they're out of sight, you're free to continue.<<gstress>><<garousal>><<gstress20>><<garousal20>><br><br> <<endevent>> <<commercialeventend>> <</if>> :: Commercial Ex Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<if $leftarm is "bound" and $rightarm is "bound">> You crouch to keep your body somewhat concealed as you <<nervously>> continue. <<else>> You cover your body with your hands as you <<nervously>> continue. <</if>> <<generate1>><<generate2>>A <<person1>><<person>> and <<person2>><<person>> walk round the corner and smile as they behold you in your undressed state. As they pass you, the <<person1>><<person>> grabs you by the mouth and shoves you against a wall.<br><br> <<man1init>><<set $mouthuse to "lefthand">><<set $lefthand to "mouth">> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Commercial Ex Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Commercial Ex Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Commercial Ex Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Commercial Ex Molestation]]>><</click>></span><<nexttext>> <</if>> :: Commercial Ex Exhibition [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $leftarm is "bound" and $rightarm is "bound">> You crouch to keep your body somewhat concealed as you <<nervously>> continue. <<else>> You cover your body with your hands as you <<nervously>> continue. <</if>> <<generate1>><<generate2>>A <<person1>><<person>> and <<person2>><<person>> walk round the corner and smile as they behold you in your undressed state. They don't say anything, but you can feel their eyes on your body as you round the corner out of view.<<gtrauma>><<gstress>><<gtrauma20>><<gstress20>><<fameexhibitionism2>><br><br> <<endevent>> <<commercialeventend>> :: Commercial Ex Molestation Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Satisfied, the <<person1>><<person>> shoves you to the ground. "Serves you right." <<He>> spits. "Walk around like a fucktoy, don't cry when you're treated like one." <<tearful>> you rise to your feet as the pair leave.<br><br> <<clotheson>> <<endcombat>> <<commercialeventend>> <<elseif $enemyhealth lte 0>> The pair recoil in pain. <<tearful>> you take the chance to run, escaping down the alley.<br><br> <<clotheson>> <<endcombat>> <<commercialeventend>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued to $rescued + 1>> You hear a voice call out. "Is someone in trouble over there?" The pair glance at each other, then drop you to the ground. <<tearful>> you rise to your feet as the pair leave.<br><br> <<clotheson>> <<endcombat>> <<commercialeventend>> <</if>> :: Commercial Ex Mannequin Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> You squirm free from their grip. Startled, they shove you against the wall and back off for a moment. The <<person1>><<person>> recovers first. "You think that's funny? I know just the thing to do with a <<bitch>> like you."<br><br> <<set $enemyanger += 80>> <<endif>> <<set $rescue to 1>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Commercial Ex Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Commercial Ex Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Commercial Ex Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Commercial Ex Mannequin Molestation]]>><</click>></span><<nexttext>> <</if>> :: Commercial Ex Mannequin 2 [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> The pair grip you by your arms and legs, and start carrying you. <<generate3>><<person3>>They don't get far before a <<person>> arrives at the end of the alley. <<He>> doesn't look amused. "What are you doing with that? It doesn't belong to you." You slump to the ground as the startled pair release you and run away. The <<person>> walks up and kneels beside you. "Oh, this is peculiar," <<he>> says. <<He>> leans forward, until <<his>> breath tickles your face. "You're a pretty little thing. I think I have a place for you." <<He>> presses something soft against your mouth, and you lose consciousness.<br><br> <<click [[Next|Abduction Shop]]>><<endevent>><</click>> :: Industrial Ex Hole [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $rng gte 81>> You drop to your knees and look through the hole. You see another alley, similar to this one, on the other side. Hearing the voices grow louder, you start crawling through the hole.<<set $stripintegrity to 10>><<set $stripobject to "broken brick">><<stripobject>><br><br> It goes well at first. You get your top half through, but your hips are a little too wide. No matter how hard you push, you cannot do it. You try to wiggle backwards, but find you can't move in either direction. You're stuck!<br><br> <<generate1>><<generate2>>You realise the voices have stopped just before something pinches your butt.<br><br> <<click [[Next|Industrial Ex Hole Rape]]>><<set $molestationstart to 1>><</click>> <<else>> You drop to your knees and look through the hole. You see another alley, similar to this one, on the other side. Hearing the voices grow louder, you start crawling through the hole.<<set $stripintegrity to 10>><<set $stripobject to "broken brick">><<stripobject>> A few moments later and you're free on the other side.<br><br> <<endevent>> <<industrialeventend>> <</if>> :: Industrial Ex Hide [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You crouch behind a dumpster and wait for the voices to pass. Unfortunately, they decide to stop right in front of your hiding place. You peek out and see a <<generate1>><<generate2>><<person1>><<person>> and <<person2>><<personstop>> You stay as still as possible, not wanting to be caught in such a state. They eventually move on, allowing you to continue.<br><br> <<endevent>> <<industrialeventend>> :: Industrial Ex Hole Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">> <<set $timer to 16>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Industrial Ex Hole Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Industrial Ex Hole Rape Finish]]>><</click>></span><<nexttext>> <<elseif $timer lte 1>> <span id="next"><<click [[Next|Industrial Ex Hole Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Industrial Ex Hole Rape]]>><</click>></span><<nexttext>> <</if>> :: Industrial Ex Hole Rape Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You hear fading laughter behind you, then silence. <<tearful>> you continue to struggle. You feel the wall give way slightly, and you manage to scramble through to the other side.<br><br> <<clotheson>> <<endcombat>> <<commercialeventend>> <<elseif $enemyhealth lte 0>> Fed up with your attitude, one of your attackers kicks your <<bottomcomma>> forcing you through the hole to the other side. <<tearful>> you scramble to your feet.<br><br> <<clotheson>> <<endcombat>> <<commercialeventend>> <<else>> You feel the wall give way slightly. <<tearful>> you manage to struggle through to the other side. "Come back here <<bitchcomma>>" says the <<person1>><<personstop>> "We're not done yet." A hand chases you through, but you manage to avoid it. <<clotheson>> <<endcombat>> <<commercialeventend>> <</if>> :: Street Ex Day1 Car [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You drop to the ground and shuffle beneath a parked car. The vehicle is soon surrounded by people, their feet stepping just inches from you.<br><br> <<if $rng gte 81>> A few minutes have passed when the engine rumbles into life above you, and the car beings to move. Afraid of being caught surrounded in public with your <<lewdness>> on display, you cling to the underside, allowing it to carry you along. The journey is over soon, and once the driver has vacated you shuffle out into the daylight. You're in the clear for now.<br><br> <<set $rng to random(1, 13)>> <<if $rng is 1>> <<set $bus to "nightingale">> <<elseif $rng is 2>> <<set $bus to "domus">> <<elseif $rng is 3>> <<set $bus to "elk">> <<elseif $rng is 4>> <<set $bus to "high">> <<elseif $rng is 5>> <<set $bus to "starfish">> <<elseif $rng is 6>> <<set $bus to "barb">> <<elseif $rng is 7>> <<set $bus to "connudatus">> <<elseif $rng is 8>> <<set $bus to "wolf">> <<elseif $rng is 9>> <<set $bus to "harvest">> <<elseif $rng is 10>> <<set $bus to "oxford">> <<elseif $rng is 11>> <<set $bus to "danube">> <<elseif $rng is 12>> <<set $bus to "mer">> <<elseif $rng is 13>> <<set $bus to "cliff">> <</if>> <<else>> The crowd disperses after a short time. You shuffle back out from beneath the car. You're in the clear for now.<br><br> <</if>> <<endevent>> <<destinationeventend>> :: Street Ex Day1 Sprint [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<if $leftarm is "bound" and $rightarm is "bound">> Your arms bound, you can do nothing to cover your <<lewdness>> as you dash for cover. A few heads turn your way, and you hear gasps and laughter as you round a corner to relative safety. <<else>> You cover your <<lewdness>> with your hands and dash for cover. A few heads turn your way, and you hear gasps and laughter as you round a corner to relative safety. <</if>> <br><br> <<endevent>> <<destinationeventend>> :: Forest Cutter Exhibitionism [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You leave your hiding place and walk towards the <<personcomma>> your <<lewdness>> proudly displayed. <<He>> drops <<his>> axe and jaw when <<he>> sees you, then rubs <<his>> eyes. "I've been hitting those shrooms too hard," <<he>> mutters. <<if $exposed gte 2>> <<exhibitionism5>> <<else>> <<exhibitionism3>> <</if>> <br><br> <<click [[Flaunt|Forest Cutter Flaunt]]>><<garousal60>><<ltrauma60>><<lstress60>><</click>><<garousal>><<ltrauma>><<lstress>><br> <<if $promiscuity gte 15>> <<click [[Seduce|Forest Cutter Seduce]]>><</click>><<promiscuous2>><br> <</if>> :: Forest Cutter [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> The <<person>> embeds <<his>> axe in the tree and leans against it. "What brings you out here?" <<he>> says.<br><br> <<click [[Chat (0:30)|Forest Cutter Chat]]>><<lstress30>><<ltrauma30>><<pass30>><</click>><<ltrauma>><<lstress>><br> <<if $promiscuity gte 15>> <<click [[Seduce|Forest Cutter Seduce]]>><</click>><<promiscuous2>><br> <</if>> :: Forest Cutter Chat [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You stay and chat with the <<personstop>> <<He>> seems happy for the company.<br><br> <<if $pain gte 40>> <<He>> doesn't mention your tears, but <<he>> offers you a tissue. You blow your nose.<<lpain>><<set $pain -= 20>><br><br> <</if>> <<if $rng gte 81>> "If you see any strange fellows," <<he>> says at one point. "Stay away. Criminals sometimes traffic through these woods. Getting stuff into town that they shouldn't." <<elseif $rng gte 61>> "Folks from the temple sometimes come out here for ceremonies," <<he>> says at one point. "I avoid them. Creepy buggers." <<elseif $rng gte 41>> "Some of the animals here will hunt humans," <<he>> says at one point. "I always manage to scare them off. You might have more trouble though. Be careful." <<elseif $rng gte 21>> "They say the snakes here can put you in a trance," <<he>> says at one point. "Seems far-fetched. Don't know why anyone would want to risk going so deep anyway." <<else>> "There's a maniac living deep in these woods," <<he>> says at one point. "Probably the most dangerous thing in here, and that's saying something. Lives deeper than anyone with sense ever ventures." <</if>> <br><br> After a while <<he>> looks at the sky. "I need to get back to work," <<he>> says, lifting <<his>> axe. "It was nice meeting you. Go careful now."<br><br> <<endevent>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> :: Forest Cutter Seduce [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<set $seductiondifficulty to 6000>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> You sit on the grass and look up at <<himstop>> "I'm just looking for some company," you say, patting the grass next to you.<<promiscuity2>><br><br> <<if $seductionrating gte $seductionrequired>> <<He>> hesitates. You reach up, take <<his>> arm and gently pull <<him>> on top of you.<br><br> <<click [[Next|Forest Cutter Sex]]>><<set $sexstart to 1>><</click>><br> <<else>> <<He>> hesitates. You reach up and tug <<his>> arm but <<he>> pulls away from you. "No, I really need to get back to work," <<he>> says. "Stay safe."<br><br> <<endevent>> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Forest Cutter Flaunt [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You give <<him>> a slow twirl while walking towards <<himcomma>> making sure <<he>> gets to see you from other angles. <<He>> looks away, <<his>> face turning red. "Don't be shy," you purr. "You can look all you want." You're close to <<him>> now, so close <<he>> has to look up to avoid seeing you. <<He>> turns around. "Y-you should take these to cover with," <<he>> says, pulling some towels from a bag sat on a tree stump. "You might attract some bad types dressed like that." <<He>> looks through the trees, still facing away from you, "Please leave me to work. If we're seen people will get the wrong idea."<br><br> <<endevent>> <<click [[Take the towels|Forest]]>><<set $eventskip to 1>><<towelup>><</click>><br> <<click [[Just leave|Forest]]>><<set $eventskip to 1>><</click>><br> :: Forest Cutter Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 50>> <br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Forest Cutter Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Forest Cutter Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Forest Cutter Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Forest Cutter Sex]]>><</click>></span><<nexttext>> <</if>> :: Forest Cutter Sex Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<He>> falls asleep on the grass. <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You knock the <<person>> back. <<He>> trips over a stump. <<tearful>> you escape into the forest.<br><br> <<clotheson>> <<endcombat>> <<else>> <<He>> climbs to <<his>> feet. "I should get back to work," <<he>> says. "People would get the wrong idea if they saw us."<br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|Forest]]>><<set $eventskip to 1>><</click>>
fire2244/degrees
game/special-exhibition.twee
twee
unknown
37,069
:: Widgets Masturbation Actions [widget] <<widget "masturbationactions">><<nobr>> <<if $leftarm is 0>> Your left hand is free.<br> <<if $penisexist gte 1>> <<if $undertype isnot "chastity">> <<if $leftactiondefault is "mpenisentrance">> | <label><span class="sub">Fondle your penis</span> <<radiobutton "$leftaction" "mpenisentrance" checked>></label> <<else>> | <label><span class="sub">Fondle your penis</span> <<radiobutton "$leftaction" "mpenisentrance">></label> <</if>> <<else>> <<if $leftactiondefault is "mchastity">> | <label><span class="sub">Try to fondle your penis</span> <<radiobutton "$leftaction" "mchastity" checked>></label> <<else>> | <label><span class="sub">Try to fondle your penis</span> <<radiobutton "$leftaction" "mchastity">></label> <</if>> <</if>> <</if>> <<if $vaginaexist gte 1>> <<if $undertype isnot "chastity">> <<if $leftactiondefault is "mvaginaentrance">> | <label><span class="sub">Fondle your pussy</span> <<radiobutton "$leftaction" "mvaginaentrance" checked>></label> <<else>> | <label><span class="sub">Fondle your pussy</span> <<radiobutton "$leftaction" "mvaginaentrance">></label> <</if>> <<else>> <<if $leftactiondefault is "mchastity">> | <label><span class="sub">Try to fondle your pussy</span> <<radiobutton "$leftaction" "mchastity" checked>></label> <<else>> | <label><span class="sub">Try to Fondle your pussy</span> <<radiobutton "$leftaction" "mchastity">></label> <</if>> <</if>> <</if>> <<if $awareness gte 100>> <<if $leftactiondefault is "mchest">> | <label><span class="sub">Fondle your chest</span> <<radiobutton "$leftaction" "mchest" checked>></label> <<else>> | <label><span class="sub">Fondle your chest</span> <<radiobutton "$leftaction" "mchest">></label> <</if>> <</if>> <<if $awareness gte 200 and $analshield isnot 1>> <<if $leftactiondefault is "manusentrance">> | <label><span class="sub">Stroke your anus</span> <<radiobutton "$leftaction" "manusentrance" checked>></label> <<else>> | <label><span class="sub">Stroke your anus</span> <<radiobutton "$leftaction" "manusentrance">></label> <</if>> <</if>> <</if>> <<if $leftarm is "mpenisentrance">> You hold your <<penis>> in your left hand.<br> <<if $leftactiondefault is "mpenisglans">> | <label><span class="sub">Fondle the glans</span> <<radiobutton "$leftaction" "mpenisglans" checked>></label> <<else>> | <label><span class="sub">Fondle the glans</span> <<radiobutton "$leftaction" "mpenisglans">></label> <</if>> <<if $leftactiondefault is "mpenisshaft">> | <label><span class="sub">Rub the shaft</span> <<radiobutton "$leftaction" "mpenisshaft" checked>></label> <<else>> | <label><span class="sub">Rub the shaft</span> <<radiobutton "$leftaction" "mpenisshaft">></label> <</if>> <<if $leftactiondefault is "mpenisstop">> | <label>Move your hand away <<radiobutton "$leftaction" "mpenisstop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$leftaction" "mpenisstop">></label> <</if>> <</if>> <<if $leftarm is "mvaginaentrance">> You rub your <<pussy>> with your left hand.<br> <<if $lowervaginaexposed gte 1 and $undervaginaexposed gte 1>> <<if $leftactiondefault is "mvagina">> | <label><span class="sub">Push a finger in</span> <<radiobutton "$leftaction" "mvagina" checked>></label> <<else>> | <label><span class="sub">Push a finger in</span> <<radiobutton "$leftaction" "mvagina">></label> <</if>> <</if>> <<if $leftactiondefault is "mvaginaclit">> | <label><span class="sub">Play with your clit</span> <<radiobutton "$leftaction" "mvaginaclit" checked>></label> <<else>> | <label><span class="sub">Play with your clit</span> <<radiobutton "$leftaction" "mvaginaclit">></label> <</if>> <<if $leftactiondefault is "mvaginastop">> | <label>Move your hand away <<radiobutton "$leftaction" "mvaginastop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$leftaction" "mvaginastop">></label> <</if>> <</if>> <<if $leftarm is "mvagina">> You tease your <<pussy>> with your left hand.<br> <<if $leftactiondefault is "mvaginatease">> | <label><span class="sub">Tease</span> <<radiobutton "$leftaction" "mvaginatease" checked>></label> <<else>> | <label><span class="sub">Tease</span> <<radiobutton "$leftaction" "mvaginatease">></label> <</if>> <<if $leftactiondefault is "mvaginastop">> | <label>Move your hand away <<radiobutton "$leftaction" "mvaginastop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$leftaction" "mvaginastop">></label> <</if>> <</if>> <<if $leftarm is "manusentrance">> You tease your anus with your left hand.<br> <<if $loweranusexposed gte 1 and $underanusexposed gte 1>> <<if $leftactiondefault is "manus">> | <label><span class="sub">Push a finger in</span> <<radiobutton "$leftaction" "manus" checked>></label> <<else>> | <label><span class="sub">Push a finger in</span> <<radiobutton "$leftaction" "manus">></label> <</if>> <</if>> <<if $leftactiondefault is "manusrub">> | <label><span class="sub">Tease your anus</span> <<radiobutton "$leftaction" "manusrub" checked>></label> <<else>> | <label><span class="sub">Tease your anus</span> <<radiobutton "$leftaction" "manusrub">></label> <</if>> <<if $leftactiondefault is "manusstop">> | <label>Move your hand away <<radiobutton "$leftaction" "manusstop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$leftaction" "manusstop">></label> <</if>> <</if>> <<if $leftarm is "manus">> You tease your anus with your left hand.<br> <<if $leftactiondefault is "manustease">> | <label><span class="sub">Tease</span> <<radiobutton "$leftaction" "manustease" checked>></label> <<else>> | <label><span class="sub">Tease</span> <<radiobutton "$leftaction" "manustease">></label> <</if>> <<if $penisexist is 1>> <<if $leftactiondefault is "manusprostate">> | <label><span class="sub">Tease your prostate</span> <<radiobutton "$leftaction" "manusprostate" checked>></label> <<else>> | <label><span class="sub">Tease your prostate</span> <<radiobutton "$leftaction" "manusprostate">></label> <</if>> <</if>> <<if $leftactiondefault is "manusstop">> | <label>Move your hand away <<radiobutton "$leftaction" "manusstop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$leftaction" "manusstop">></label> <</if>> <</if>> <<if $upperexposed lte 1>> <<if $leftactiondefault is "mupper">> | <label>Displace your $upperclothes <<radiobutton "$leftaction" "mupper" checked>></label> <<else>> | <label>Displace your $upperclothes <<radiobutton "$leftaction" "mupper">></label> <</if>> <</if>> <<if $lowerexposed lte 1>> <<if $leftactiondefault is "mlower">> | <label>Displace your $lowerclothes <<radiobutton "$leftaction" "mlower" checked>></label> <<else>> | <label>Displace your $lowerclothes <<radiobutton "$leftaction" "mlower">></label> <</if>> <</if>> <<if $underexposed lte 0 and $undertype isnot "chastity">> <<if $lowerstate isnot $lowerstatebase or $skirt is 1 or $lowertype is "naked">> <<if $leftactiondefault is "munder">> | <label>Pull down your $underclothes <<radiobutton "$leftaction" "munder" checked>></label> <<else>> | <label>Pull down your $underclothes <<radiobutton "$leftaction" "munder">></label> <</if>> <</if>> <</if>> <<if $leftactiondefault is "mrest">> | <label>Rest <<radiobutton "$leftaction" "mrest" checked>></label> <<else>> | <label>Rest <<radiobutton "$leftaction" "mrest">></label> <</if>> <br><br> <<if $rightarm is 0>> Your right hand is free.<br> <<if $penisexist gte 1>> <<if $undertype isnot "chastity">> <<if $rightactiondefault is "mpenisentrance">> | <label><span class="sub">Fondle your penis</span> <<radiobutton "$rightaction" "mpenisentrance" checked>></label> <<else>> | <label><span class="sub">Fondle your penis</span> <<radiobutton "$rightaction" "mpenisentrance">></label> <</if>> <<else>> <<if $rightactiondefault is "mchastity">> | <label><span class="sub">Try to fondle your penis</span> <<radiobutton "$rightaction" "mchastity" checked>></label> <<else>> | <label><span class="sub">Try to fondle your penis</span> <<radiobutton "$rightaction" "mchastity">></label> <</if>> <</if>> <</if>> <<if $vaginaexist gte 1>> <<if $undertype isnot "chastity">> <<if $rightactiondefault is "mvaginaentrance">> | <label><span class="sub">Fondle your pussy</span> <<radiobutton "$rightaction" "mvaginaentrance" checked>></label> <<else>> | <label><span class="sub">Fondle your pussy</span> <<radiobutton "$rightaction" "mvaginaentrance">></label> <</if>> <<else>> <<if $rightactiondefault is "mchastity">> | <label><span class="sub">Try to fondle your pussy</span> <<radiobutton "$rightaction" "mchastity" checked>></label> <<else>> | <label><span class="sub">Try to fondle your pussy</span> <<radiobutton "$rightaction" "mchastity">></label> <</if>> <</if>> <</if>> <<if $awareness gte 100>> <<if $rightactiondefault is "mchest">> | <label><span class="sub">Fondle your chest</span> <<radiobutton "$rightaction" "mchest" checked>></label> <<else>> | <label><span class="sub">Fondle your chest</span> <<radiobutton "$rightaction" "mchest">></label> <</if>> <</if>> <<if $awareness gte 200 and $analshield isnot 1>> <<if $rightactiondefault is "manusentrance">> | <label><span class="sub">Stroke your anus</span> <<radiobutton "$rightaction" "manusentrance" checked>></label> <<else>> | <label><span class="sub">Stroke your anus</span> <<radiobutton "$rightaction" "manusentrance">></label> <</if>> <</if>> <</if>> <<if $rightarm is "mpenisentrance">> You hold your <<penis>> in your right hand.<br> <<if $rightactiondefault is "mpenisglans">> | <label><span class="sub">Fondle the glans</span> <<radiobutton "$rightaction" "mpenisglans" checked>></label> <<else>> | <label><span class="sub">Fondle the glans</span> <<radiobutton "$rightaction" "mpenisglans">></label> <</if>> <<if $rightactiondefault is "mpenisshaft">> | <label><span class="sub">Rub the shaft</span> <<radiobutton "$rightaction" "mpenisshaft" checked>></label> <<else>> | <label><span class="sub">Rub the shaft</span> <<radiobutton "$rightaction" "mpenisshaft">></label> <</if>> <<if $rightactiondefault is "mpenisstop">> | <label>Move your hand away <<radiobutton "$rightaction" "mpenisstop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$rightaction" "mpenisstop">></label> <</if>> <</if>> <<if $rightarm is "mvaginaentrance">> You rub your <<pussy>> with your right hand.<br> <<if $lowervaginaexposed gte 1 and $undervaginaexposed gte 1>> <<if $rightactiondefault is "mvagina">> | <label><span class="sub">Push a finger in</span> <<radiobutton "$rightaction" "mvagina" checked>></label> <<else>> | <label><span class="sub">Push a finger in</span> <<radiobutton "$rightaction" "mvagina">></label> <</if>> <</if>> <<if $rightactiondefault is "mvaginaclit">> | <label><span class="sub">Play with your clit</span> <<radiobutton "$rightaction" "mvaginaclit" checked>></label> <<else>> | <label><span class="sub">Play with your clit</span> <<radiobutton "$rightaction" "mvaginaclit">></label> <</if>> <<if $rightactiondefault is "mvaginastop">> | <label>Move your hand away <<radiobutton "$rightaction" "mvaginastop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$rightaction" "mvaginastop">></label> <</if>> <</if>> <<if $rightarm is "mvagina">> You tease your <<pussy>> with your right hand.<br> <<if $rightactiondefault is "mvaginatease">> | <label><span class="sub">Tease</span> <<radiobutton "$rightaction" "mvaginatease" checked>></label> <<else>> | <label><span class="sub">Tease</span> <<radiobutton "$rightaction" "mvaginatease">></label> <</if>> <<if $rightactiondefault is "mvaginastop">> | <label>Move your hand away <<radiobutton "$rightaction" "mvaginastop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$rightaction" "mvaginastop">></label> <</if>> <</if>> <<if $rightarm is "manusentrance">> You tease your anus with your right hand.<br> <<if $loweranusexposed gte 1 and $underanusexposed gte 1>> <<if $leftactiondefault is "manus">> | <label><span class="sub">Push a finger in</span> <<radiobutton "$rightaction" "manus" checked>></label> <<else>> | <label><span class="sub">Push a finger in</span> <<radiobutton "$rightaction" "manus">></label> <</if>> <</if>> <<if $rightactiondefault is "manusrub">> | <label><span class="sub">Tease your anus</span> <<radiobutton "$rightaction" "manusrub" checked>></label> <<else>> | <label><span class="sub">Tease your anus</span> <<radiobutton "$rightaction" "manusrub">></label> <</if>> <<if $rightactiondefault is "manusstop">> | <label>Move your hand away <<radiobutton "$rightaction" "manusstop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$rightaction" "manusstop">></label> <</if>> <</if>> <<if $rightarm is "manus">> You tease your anus with your right hand.<br> <<if $rightactiondefault is "manustease">> | <label><span class="sub">Tease</span> <<radiobutton "$rightaction" "manustease" checked>></label> <<else>> | <label><span class="sub">Tease</span> <<radiobutton "$rightaction" "manustease">></label> <</if>> <<if $penisexist is 1>> <<if $rightactiondefault is "manusprostate">> | <label><span class="sub">Tease your prostate</span> <<radiobutton "$rightaction" "manusprostate" checked>></label> <<else>> | <label><span class="sub">Tease your prostate</span> <<radiobutton "$rightaction" "manusprostate">></label> <</if>> <</if>> <<if $rightactiondefault is "manusstop">> | <label>Move your hand away <<radiobutton "$rightaction" "manusstop" checked>></label> <<else>> | <label>Move your hand away <<radiobutton "$rightaction" "manusstop">></label> <</if>> <</if>> <<if $upperexposed lte 1>> <<if $rightactiondefault is "mupper">> | <label>Displace your $upperclothes <<radiobutton "$rightaction" "mupper" checked>></label> <<else>> | <label>Displace your $upperclothes <<radiobutton "$rightaction" "mupper">></label> <</if>> <</if>> <<if $lowerexposed lte 1>> <<if $rightactiondefault is "mlower">> | <label>Displace your $lowerclothes <<radiobutton "$rightaction" "mlower" checked>></label> <<else>> | <label>Displace your $lowerclothes <<radiobutton "$rightaction" "mlower">></label> <</if>> <</if>> <<if $underexposed lte 0 and $undertype isnot "chastity">> <<if $lowerstate isnot $lowerstatebase or $skirt is 1 or $lowertype is "naked">> <<if $rightactiondefault is "munder">> | <label>Pull down your $underclothes <<radiobutton "$rightaction" "munder" checked>></label> <<else>> | <label>Pull down your $underclothes <<radiobutton "$rightaction" "munder">></label> <</if>> <</if>> <</if>> <<if $rightactiondefault is "mrest">> | <label>Rest <<radiobutton "$rightaction" "mrest" checked>></label> <<else>> | <label>Rest <<radiobutton "$rightaction" "mrest">></label> <</if>> <br><br> <br><br> <<if $arousal gte 10000>> <<orgasmpassage>> <<promiscuity1>> <<set $masturbationorgasmstat += 1>> <<set $masturbationorgasm += 1>> <<set $purity -= 1>> <</if>> <<set $seconds to $seconds + 10>> <<if $seconds gte 60>> <<set $seconds to 0>> <<pass1>> <<set $masturbationtimestat += 1>> <</if>> <</nobr>><</widget>> :: Widgets Masturbation Effects [widget] <<widget "masturbationeffects">><<nobr>> <<if $leftaction is "mupper" and $rightaction is "mupper">><<set $leftaction to 0>><<set $leftactiondefault to "mrest">><<set $rightaction to 0>><<set $rightactiondefault to "mrest">> <<if $open is 1>><<set $upperexposed to 2>><<set $upperstatetop to "midriff">> <<if $breastsize gte 3>> You pull down your $upperclothes <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull down your $upperclothes, <span class="lewd">exposing your <<breastsstop>></span> <</if>> <<else>><<set $upperexposed to 2>><<set $upperstate to "chest">> <<if $breastsize gte 3>> You pull up your $upperclothes <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull up your $upperclothes, <span class="lewd">exposing your <<breastsstop>></span> <</if>> <</if>> <<elseif $leftaction is "mupper">><<set $leftaction to 0>><<set $leftactiondefault to "mrest">> <<if $open is 1>><<set $upperexposed to 2>><<set $upperstatetop to "midriff">> <<if $breastsize gte 3>> You pull down your $upperclothes <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull down your $upperclothes, <span class="lewd">exposing your <<breastsstop>></span> <</if>> <<else>><<set $upperexposed to 2>><<set $upperstate to "chest">> <<if $breastsize gte 3>> You pull up your $upperclothes <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull up your $upperclothes, <span class="lewd">exposing your <<breastsstop>></span> <</if>> <</if>> <<elseif $rightaction is "mupper">><<set $rightaction to 0>><<set $rightactiondefault to "mrest">> <<if $open is 1>><<set $upperexposed to 2>><<set $upperstatetop to "midriff">> <<if $breastsize gte 3>> You pull down your $upperclothes <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull down your $upperclothes, <span class="lewd">exposing your <<breastsstop>></span> <</if>> <<else>><<set $upperexposed to 2>><<set $upperstate to "chest">> <<if $breastsize gte 3>> You pull up your $upperclothes <span class="lewd">and your <<breasts>> flop out.</span> <<else>> You pull up your $upperclothes, <span class="lewd">exposing your <<breastsstop>></span> <</if>> <</if>> <</if>> <<if $leftaction is "mlower" and $rightaction is "mlower">><<set $leftaction to 0>><<set $leftactiondefault to "mrest">><<set $rightaction to 0>><<set $rightactiondefault to "mrest">><<set $loweranusexposed to 1>><<set $lowervaginaexposed to 1>><<set $lowerexposed to 2>> <<if $skirt is 1>><<set $skirtdown to 0>> You lift up your $lowerclothes, <span class="lewd">exposing your <<undiesstop>></span> <<else>><<set $lowerstate to "thighs">> You pull down your $lowerclothes, <span class="lewd">exposing your <<undiesstop>></span> <</if>> <<elseif $leftaction is "mlower">><<set $leftaction to 0>><<set $leftactiondefault to "mrest">><<set $loweranusexposed to 1>><<set $lowervaginaexposed to 1>><<set $lowerexposed to 2>> <<if $skirt is 1>><<set $skirtdown to 0>> You lift up your $lowerclothes, <span class="lewd">exposing your <<undiesstop>></span> <<else>><<set $lowerstate to "thighs">> You pull down your $lowerclothes, <span class="lewd">exposing your <<undiesstop>></span> <</if>> <<elseif $rightaction is "mlower">><<set $rightaction to 0>><<set $rightactiondefault to "mrest">><<set $loweranusexposed to 1>><<set $lowervaginaexposed to 1>><<set $lowerexposed to 2>> <<if $skirt is 1>><<set $skirtdown to 0>> You lift up your $lowerclothes, <span class="lewd">exposing your <<undiesstop>></span> <<else>><<set $lowerstate to "thighs">> You pull down your $lowerclothes, <span class="lewd">exposing your <<undiesstop>></span> <</if>> <</if>> <<if $leftaction is "munder" and $rightaction is "munder">><<set $leftaction to 0>><<set $leftactiondefault to "mrest">><<set $rightaction to 0>><<set $rightactiondefault to "mrest">><<set $underanusexposed to 1>><<set $undervaginaexposed to 1>> <<set $understate to "thighs">><<set $underexposed to 2>> You pull down your $underclothes, <span class="lewd">exposing your <<genitalsstop>></span> <<elseif $leftaction is "munder">><<set $leftaction to 0>><<set $leftactiondefault to "mrest">><<set $underanusexposed to 1>><<set $undervaginaexposed to 1>><<set $underexposed to 2>> <<set $understate to "thighs">> You pull down your $underclothes, <span class="lewd">exposing your <<genitalsstop>></span> <<elseif $rightaction is "munder">><<set $rightaction to 0>><<set $rightactiondefault to "mrest">><<set $underanusexposed to 1>><<set $undervaginaexposed to 1>><<set $underexposed to 2>> <<set $understate to "thighs">> You pull down your $underclothes, <span class="lewd">exposing your <<genitalsstop>></span> <</if>> <<if $leftaction is "mchest" and $rightaction is "mchest">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal20>> <<if $upperexposed gte 2>><<garousal20>> <<if $breastsize lte 2>> <<if $arousal gte 8000>> You tease your sensitive nipples as much as you can stand, each brush of your fingers sending jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <<elseif $breastsize lte 5>> <<if $arousal gte 8000>> You cup your <<breasts>> and tease your sensitive nipples as much as you can stand, each brush of your fingers sending jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <<else>> <<if $arousal gte 8000>> You cup your <<breasts>> and tease your sensitive nipples as much as you can stand. Each brush of your fingers sends jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <</if>> <<else>> <<if $breastsize lte 2>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your $upperclothes, straining for attention. You tweak and tease them as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your $upperclothes. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your $upperclothes in the way. <</if>> <<elseif $breastsize lte 5>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your $upperclothes, straining for attention. You cup your <<breasts>> and play with your sensitive buds as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your $upperclothes. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your $upperclothes in the way. <</if>> <<else>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your $upperclothes, straining for attention. You cup your <<breasts>> and play with your sensitive buds as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your $upperclothes. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your $upperclothes in the way. <</if>> <</if>> <</if>> <<elseif $leftaction is "mchest">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<garousal10>> <<if $upperexposed gte 2>><<garousal10>> <<if $breastsize lte 2>> <<if $arousal gte 8000>> You tease your sensitive nipples as much as you can stand, each brush of your fingers sending jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <<elseif $breastsize lte 5>> <<if $arousal gte 8000>> You cup your <<breasts>> and tease your sensitive nipples as much as you can stand, each brush of your fingers sending jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <<else>> <<if $arousal gte 8000>> You cup your <<breasts>> and tease your sensitive nipples as much as you can stand. Each brush of your fingers sends jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <</if>> <<else>> <<if $breastsize lte 2>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your $upperclothes, straining for attention. You tweak and tease them as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your $upperclothes. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your $upperclothes in the way. <</if>> <<elseif $breastsize lte 5>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your $upperclothes, straining for attention. You cup your <<breasts>> and play with your sensitive buds as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your $upperclothes. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your $upperclothes in the way. <</if>> <<else>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your $upperclothes, straining for attention. You cup your <<breasts>> and play with your sensitive buds as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your $upperclothes. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your $upperclothes in the way. <</if>> <</if>> <</if>> <<elseif $rightaction is "mchest">><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal10>> <<if $upperexposed gte 2>><<garousal10>> <<if $breastsize lte 2>> <<if $arousal gte 8000>> You tease your sensitive nipples as much as you can stand, each brush of your fingers sending jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <<elseif $breastsize lte 5>> <<if $arousal gte 8000>> You cup your <<breasts>> and tease your sensitive nipples as much as you can stand, each brush of your fingers sending jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <<else>> <<if $arousal gte 8000>> You cup your <<breasts>> and tease your sensitive nipples as much as you can stand. Each brush of your fingers sends jolts of excitement through you. <<elseif $arousal gte 6000>> You fondle your <<breasts>> while circling your fingers around the areola, occasionally giving your nipples a little tweak. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers, feeling the lewd warmth grow. <</if>> <</if>> <<else>> <<if $breastsize lte 2>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your $upperclothes, straining for attention. You tweak and tease them as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your $upperclothes. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your $upperclothes in the way. <</if>> <<elseif $breastsize lte 5>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your $upperclothes, straining for attention. You cup your <<breasts>> and play with your sensitive buds as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your $upperclothes. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your $upperclothes in the way. <</if>> <<else>> <<if $arousal gte 8000>> Your nipples stand erect against the fabric of your $upperclothes, straining for attention. You cup your <<breasts>> and play with your sensitive buds as much as you can bear. <<elseif $arousal gte 6000>> You fondle your <<breasts>> and tweak your nipples through your $upperclothes. <<else>> You stroke your <<breasts>> and rub your nipples between your fingers. It feels good, even with your $upperclothes in the way. <</if>> <</if>> <</if>> <</if>> <<if $leftaction is "mchastity" and $rightaction is "mchastity">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>> You try to dig your fingers beneath your $underclothes, but to no avail. Your <<genitals>> aches for your touch, but there's nothing you can do.<<gstress>><<gstress10>> <<elseif $leftaction is "mchastity">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>> You try to dig your fingers beneath your $underclothes, but to no avail. Your <<genitals>> aches for your touch, but there's nothing you can do.<<gstress>><<gstress10>> <<elseif $rightaction is "mchastity">><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>> You try to dig your fingers beneath your $underclothes, but to no avail. Your <<genitals>> aches for your touch, but there's nothing you can do.<<gstress>><<gstress10>> <</if>> <<if $leftaction is "mpenisentrance" and $rightaction is "mpenisentrance">><<set $leftactiondefault to "mpenisglans">><<set $leftaction to 0>><<set $rightactiondefault to "mpenisglans">><<set $rightaction to 0>><<garousal20>><<set $leftarm to "mpenisentrance">><<set $rightarm to "mpenisentrance">> <<if $undervaginaexposed is 1 and $lowervaginaexposed is 1>> <span class="blue">You run your fingers over your exposed <<penis>> and shiver in anticipation.</span> <<elseif $undervaginaexposed is 1>> <span class="blue">You run your fingers over your <<peniscomma>> feeling the bulge beneath your $lowerclothes.</span> <<elseif $lowervaginaexposed is 1>> <span class="blue">You run your fingers over your <<peniscomma>> feeling the bulge beneath your $underclothes.</span> <</if>> <<elseif $leftaction is "mpenisentrance">><<set $leftactiondefault to "mpenisglans">><<set $leftaction to 0>><<garousal10>><<set $leftarm to "mpenisentrance">> <<if $undervaginaexposed is 1 and $lowervaginaexposed is 1>> <span class="blue">You run your fingers over your exposed <<penis>> and shiver in anticipation.</span> <<elseif $undervaginaexposed is 1>> <span class="blue">You run your fingers over your <<peniscomma>> feeling the bulge beneath your $lowerclothes.</span> <<elseif $lowervaginaexposed is 1>> <span class="blue">You run your fingers over your <<peniscomma>> feeling the bulge beneath your $underclothes.</span> <</if>> <<elseif $rightaction is "mpenisentrance">><<set $rightactiondefault to "mpenisglans">><<set $rightaction to 0>><<garousal10>><<set $rightarm to "mpenisentrance">> <<if $undervaginaexposed is 1 and $lowervaginaexposed is 1>> <span class="blue">You run your fingers over your exposed <<penis>> and shiver in anticipation.</span> <<elseif $undervaginaexposed is 1>> <span class="blue">You run your fingers over your <<peniscomma>> feeling the bulge beneath your $lowerclothes.</span> <<elseif $lowervaginaexposed is 1>> <span class="blue">You run your fingers over your <<peniscomma>> feeling the bulge beneath your $underclothes.</span> <</if>> <</if>> <<if $leftaction is "mpenisglans" and $rightaction is "mpenisglans">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal40>> <<if $penilevirginity is 1>> <<if $arousal gte 8000>> You rub your virgin foreskin with increasing speed. Strange feelings emanate from the tip and through your body. <<elseif $arousal gte 6000>> You rub your virgin foreskin with your thumb and play with the tip. It's sensitive even though you can't pull it back. <<else>> You hold your tip of your virgin penis in your palm and gently rub the foreskin with your thumb. <</if>> <<else>> <<if $arousal gte 8000>> You retract and relax your foreskin, rubbing it over your glans again and again. <<elseif $arousal gte 6000>> You rub your foreskin against your glans and tease your frenulum. <<else>> You hold your <<penis>> in your palm and rub your foreksin against your glans. <</if>> <</if>> <<elseif $leftaction is "mpenisglans">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<garousal20>> <<if $penilevirginity is 1>> <<if $arousal gte 8000>> You rub your virgin foreskin with increasing speed. Strange feelings emanate from the tip and through your body. <<elseif $arousal gte 6000>> You rub your virgin foreskin with your thumb and play with the tip. It's sensitive even though you can't pull it back. <<else>> You hold your tip of your virgin penis in your palm and gently rub the foreskin with your thumb. <</if>> <<else>> <<if $arousal gte 8000>> You retract and relax your foreskin, rubbing it over your glans again and again. <<elseif $arousal gte 6000>> You rub your foreskin against your glans and tease your frenulum. <<else>> You hold your <<penis>> in your palm and rub your foreksin against your glans. <</if>> <</if>> <<elseif $rightaction is "mpenisglans">><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal20>> <<if $penilevirginity is 1>> <<if $arousal gte 8000>> You rub your virgin foreskin with increasing speed. Strange feelings emanate from the tip and through your body. <<elseif $arousal gte 6000>> You rub your virgin foreskin with your thumb and play with the tip. It's sensitive even though you can't pull it back. <<else>> You hold your tip of your virgin penis in your palm and gently rub the foreskin with your thumb. <</if>> <<else>> <<if $arousal gte 8000>> You retract and relax your foreskin, rubbing it over your glans again and again. <<elseif $arousal gte 6000>> You rub your foreskin against your glans and tease your frenulum. <<else>> You hold your <<penis>> in your palm and rub your foreksin against your glans. <</if>> <</if>> <</if>> <<if $leftaction is "mpenisshaft" and $rightaction is "mpenisshaft">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal40>> <<if $penilevirginity is 1>> <<if $arousal gte 8000>> You run your fingers up and down your virgin penis as roughly as your foreskin will allow. <<elseif $arousal gte 6000>> You run your fingers up and down the length of your virgin penis. <<else>> You run your fingers against the underside of your <<peniscomma>> enjoying the sensation. <</if>> <<else>> <<if $arousal gte 8000>> You pump up and down the length of your <<penisstop>> <<elseif $arousal gte 6000>> You run your fingers up and down your shaft, tickling slightly and generating a lewd warmth. <<else>> You gently caress the length of your <<penisstop>> <</if>> <</if>> <<elseif $leftaction is "mpenisshaft">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<garousal20>> <<if $penilevirginity is 1>> <<if $arousal gte 8000>> You run your fingers up and down your virgin penis as roughly as your foreskin will allow. <<elseif $arousal gte 6000>> You run your fingers up and down the length of your virgin penis. <<else>> You run your fingers against the underside of your <<peniscomma>> enjoying the sensation. <</if>> <<else>> <<if $arousal gte 8000>> You pump up and down the length of your <<penisstop>> <<elseif $arousal gte 6000>> You run your fingers up and down your shaft, tickling slightly and generating a lewd warmth. <<else>> You gently caress the length of your <<penisstop>> <</if>> <</if>> <<elseif $rightaction is "mpenisshaft">><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal20>> <<if $penilevirginity is 1>> <<if $arousal gte 8000>> You run your fingers up and down your virgin penis as roughly as your foreskin will allow. <<elseif $arousal gte 6000>> You run your fingers up and down the length of your virgin penis. <<else>> You run your fingers against the underside of your <<peniscomma>> enjoying the sensation. <</if>> <<else>> <<if $arousal gte 8000>> You pump up and down the length of your <<penisstop>> <<elseif $arousal gte 6000>> You run your fingers up and down your shaft, tickling slightly and generating a lewd warmth. <<else>> You gently caress the length of your <<penisstop>> <</if>> <</if>> <</if>> <<if $leftaction is "mpenisstop" and $rightaction is "mpenisstop">><<set $leftactiondefault to "mrest">><<set $leftaction to 0>><<set $rightactiondefault to "mrest">><<set $rightaction to 0>><<set $leftarm to 0>><<set $rightarm to 0>> <span class="lblue">You move your hands away from your <<penisstop>></span> <<elseif $leftaction is "mpenisstop">><<set $leftactiondefault to "mrest">><<set $leftaction to 0>><<set $leftarm to 0>> <span class="lblue">You move your left hand away from your <<penisstop>></span> <<elseif $rightaction is "mpenisstop">><<set $rightactiondefault to "mrest">><<set $rightaction to 0>><<set $rightarm to 0>> <span class="lblue">You move your right hand away from your <<penisstop>></span> <</if>> <<if $penisexist is 1>> <<if $arousal gte 8000>> <<if $undervaginaexposed is 1 and $lowervaginaexposed is 1>> Precum leaks from the tip. <<elseif $lowervaginaexposed is 1>> Precum leaks from the tip and seeps through your $underclothes. <<elseif $undervaginaexposed is 1>> Precum leaks from the tip and seeps through your $lowerclothes. <</if>> <</if>> <</if>> <<if $leftaction is "mvaginaentrance" and $rightaction is "mvaginaentrance">><<set $leftactiondefault to "mvaginaclit">><<set $leftaction to 0>><<set $rightactiondefault to "mvaginaclit">><<set $rightaction to 0>><<garousal20>><<set $leftarm to "mvaginaentrance">><<set $rightarm to "mvaginaentrance">> <<if $undervaginaexposed is 1 and $lowervaginaexposed is 1>> <span class="blue">You run your fingers over your exposed <<pussy>> and shiver in anticipation.</span> <<elseif $undervaginaexposed is 1>> <span class="blue">You run your fingers over your <<pussycomma>> feeling its shape beneath your $lowerclothes.</span> <<elseif $lowervaginaexposed is 1>> <span class="blue">You run your fingers over your <<pussycomma>> feeling its shape beneath your $underclothes.</span> <</if>> <<elseif $leftaction is "mvaginaentrance">><<set $leftactiondefault to "mvaginaclit">><<set $leftaction to 0>><<garousal20>><<set $leftarm to "mvaginaentrance">> <<if $undervaginaexposed is 1 and $lowervaginaexposed is 1>> <span class="blue">You run your fingers over your exposed <<pussy>> and shiver in anticipation.</span> <<elseif $undervaginaexposed is 1>> <span class="blue">You run your fingers over your <<pussycomma>> feeling its shape beneath your $lowerclothes.</span> <<elseif $lowervaginaexposed is 1>> <span class="blue">You run your fingers over your <<pussycomma>> feeling its shape beneath your $underclothes.</span> <</if>> <<elseif $rightaction is "mvaginaentrance">><<set $rightactiondefault to "mvaginaclit">><<set $rightaction to 0>><<garousal20>><<set $rightarm to "mvaginaentrance">> <<if $undervaginaexposed is 1 and $lowervaginaexposed is 1>> <span class="blue">You run your fingers over your exposed <<pussy>> and shiver in anticipation.</span> <<elseif $undervaginaexposed is 1>> <span class="blue">You run your fingers over your <<pussycomma>> feeling its shape beneath your $lowerclothes.</span> <<elseif $lowervaginaexposed is 1>> <span class="blue">You run your fingers over your <<pussycomma>> feeling its shape beneath your $underclothes.</span> <</if>> <</if>> <<if $leftaction is "mvagina" and $rightaction is "mvagina">><<set $leftactiondefault to "mvaginatease">><<set $leftaction to 0>><<set $rightactiondefault to "mvaginatease">><<set $rightaction to 0>><<garousal40>><<set $leftarm to "mvagina">><<set $rightarm to "mvagina">> <<if $vaginalvirginity is 1>> <span class="purple">You push two fingers into your <<pussy>> until you poke your unblemished hymen.</span> <<else>> <span class="purple">You push two fingers into your <<pussy>> which parts to allow the intrusion.</span> <</if>> <<elseif $leftaction is "mvagina">><<set $leftactiondefault to "mvaginatease">><<set $leftaction to 0>><<garousal20>><<set $leftarm to "mvagina">> <<if $vaginalvirginity is 1>> <span class="purple">You push a finger into your <<pussy>> until you poke your unblemished hymen.</span> <<else>> <span class="purple">You push a finger into your <<pussy>> which parts to allow the intrusion.</span> <</if>> <<elseif $rightaction is "mvagina">><<set $rightactiondefault to "mvaginatease">><<set $rightaction to 0>><<garousal20>><<set $rightarm to "mvagina">> <<if $vaginalvirginity is 1>> <span class="purple">You push a finger into your <<pussy>> until you poke your unblemished hymen.</span> <<else>> <span class="purple">You push a finger into your <<pussy>> which parts to allow the intrusion.</span> <</if>> <</if>> <<if $leftaction is "mvaginatease" and $rightaction is "mvaginatease">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal60>> <<if $arousal gte 8000>> Your fingers tease inside your <<pussycomma>> coaxing out lewd fluid. <<elseif $arousal gte 6000>> You gently fuck the entrance of your <<pussy>> with your fingers. <<else>> You push your fingers in and out of your <<pussycomma>> feeling a thrill even without going too deep. <</if>> <<elseif $leftaction is "mvaginatease">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<garousal30>> <<if $arousal gte 8000>> Your finger teases inside your <<pussycomma>> coaxing out lewd fluid. <<elseif $arousal gte 6000>> You gently fuck the entrance of your <<pussy>> with your finger. <<else>> You push your finger in and out of your <<pussycomma>> feeling a thrill even without going too deep. <</if>> <<elseif $rightaction is "mvaginatease">><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal30>> <<if $arousal gte 8000>> Your finger teases inside your <<pussycomma>> coaxing out lewd fluid. <<elseif $arousal gte 6000>> You gently fuck the entrance of your <<pussy>> with your finger. <<else>> You push your finger in and out of your <<pussycomma>> feeling a thrill even without going too deep. <</if>> <</if>> <<if $leftaction is "mvaginaclit" and $rightaction is "mvaginaclit">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal40>> <<if $arousal gte 8000>> You press down on your clit with your thumb and rub it in a circular motion. You gently brush the tip with your fingers, but it becomes harder to do as you become more sensitive. <<elseif $arousal gte 6000>> You tease the tip of your clit with your fingers. <<else>> You rub your clit with your fingers, developing a lewd feeling. <</if>> <<elseif $leftaction is "mvaginaclit">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<garousal20>> <<if $arousal gte 8000>> You press down on your clit with your thumb and rub it in a circular motion, feeling your arousal build. <<elseif $arousal gte 6000>> You tease the tip of your clit with your fingers. <<else>> You rub your clit with your fingers, developing a lewd feeling. <</if>> <<elseif $rightaction is "mvaginaclit">><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal20>> <<if $arousal gte 8000>> You press down on your clit with your thumb and rub it in a circular motion, feeling your arousal build. <<elseif $arousal gte 6000>> You tease the tip of your clit with your fingers. <<else>> You rub your clit with your fingers, developing a lewd feeling. <</if>> <</if>> <<if $leftaction is "mvaginastop" and $rightaction is "mvaginastop">><<set $leftactiondefault to "rest">><<set $leftaction to 0>><<set $rightactiondefault to "rest">><<set $rightaction to 0>><<set $leftarm to 0>><<set $rightarm to 0>> <span class="lblue">You move your hands away from your <<pussystop>></span> <<elseif $leftaction is "mvaginastop">><<set $leftactiondefault to "rest">><<set $leftaction to 0>><<set $leftarm to 0>> <span class="lblue">You move your left hand away from your <<pussystop>></span> <<elseif $rightaction is "mvaginastop">><<set $rightactiondefault to "rest">><<set $rightaction to 0>><<set $rightarm to 0>> <span class="lblue">You move your right hand away from your <<pussystop>></span> <</if>> <<if $vaginaexist is 1>> <<if $arousal gte 8000>> <<if $undervaginaexposed is 1 and $lowervaginaexposed is 1>> Juices leak from your <<pussystop>> <<elseif $lowervaginaexposed is 1>> Juices leak from your <<pussy>> and seep through your $underclothes. <<elseif $undervaginaexposed is 1>> Juices leak from your <<pussy>> and seep through your $lowerclothes. <</if>> <</if>> <</if>> <<if $leftaction is "manusentrance" and $rightaction is "manusentrance">><<set $leftactiondefault to "manusrub">><<set $leftaction to 0>><<set $rightactiondefault to "manusrub">><<set $rightaction to 0>><<garousal20>><<set $leftarm to "manusentrance">><<set $rightarm to "manusentrance">> <<if $underanusexposed is 1 and $loweranusexposed is 1>> <span class="blue">You reach down to your exposed <<bottom>> and gently press your fingers against your anus.</span> <<elseif $underanusexposed is 1>> <span class="blue">You reach down to your <<bottom>> and gently press your fingers against your anus through your $lowerclothes.</span> <<elseif $loweranusexposed is 1>> <span class="blue">You reach down to your <<bottom>> and gently press your fingers against your anus through your $underclothes.</span> <</if>> <<elseif $leftaction is "manusentrance">><<set $leftactiondefault to "manusrub">><<set $leftaction to 0>><<garousal20>><<set $leftarm to "manusentrance">> <<if $underanusexposed is 1 and $loweranusexposed is 1>> <span class="blue">You reach down to your exposed <<bottom>> and gently press a finger against your anus.</span> <<elseif $underanusexposed is 1>> <span class="blue">You reach down to your <<bottom>> and gently press a finger against your anus through your $lowerclothes.</span> <<elseif $loweranusexposed is 1>> <span class="blue">You reach down to your <<bottom>> and gently press a finger against your anus through your $underclothes.</span> <</if>> <<elseif $rightaction is "manusentrance">><<set $rightactiondefault to "manusrub">><<set $rightaction to 0>><<garousal20>><<set $rightarm to "manusentrance">> <<if $underanusexposed is 1 and $loweranusexposed is 1>> <span class="blue">You reach down to your exposed <<bottom>> and gently press a finger against your anus.</span> <<elseif $underanusexposed is 1>> <span class="blue">You reach down to your <<bottom>> and gently press a finger against your anus through your $lowerclothes.</span> <<elseif $loweranusexposed is 1>> <span class="blue">You reach down to your <<bottom>> and gently press a finger against your anus through your $underclothes.</span> <</if>> <</if>> <<if $leftaction is "manus" and $rightaction is "manus">><<set $leftactiondefault to "manustease">><<set $leftaction to 0>><<set $rightactiondefault to "manustease">><<set $rightaction to 0>><<garousal20>><<set $leftarm to "manus">><<set $rightarm to "manus">> <span class="purple">You push two fingers into your <<bottomstop>></span> <<elseif $leftaction is "manus">><<set $leftactiondefault to "manustease">><<set $leftaction to 0>><<garousal20>><<set $leftarm to "manus">> <span class="purple">You push a finger into your <<bottomstop>></span> <<elseif $rightaction is "manus">><<set $rightactiondefault to "manustease">><<set $rightaction to 0>><<garousal20>><<set $rightarm to "manus">> <span class="purple">You push a finger into your <<bottomstop>></span> <</if>> <<if $leftaction is "manusrub" and $rightaction is "manusrub">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal40>> <<if $rng gte 67>> You keep your fingers pressed between your <<bottom>> cheeks and gently prod your anus. <<elseif $rng gte 33>> You rub your anus in a circlular motion. <<else>> You push your fingers against your anus. You feel it open a little bit. <</if>> <<elseif $leftaction is "manusrub">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<garousal20>> <<if $rng gte 67>> You keep your fingers pressed between your <<bottom>> cheeks and gently prod your anus. <<elseif $rng gte 33>> You rub your anus in a circlular motion. <<else>> You push your fingers against your anus. You feel it open a little bit. <</if>> <<elseif $rightaction is "manusrub">><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal20>> <<if $rng gte 67>> You keep your fingers pressed between your <<bottom>> cheeks and gently prod your anus. <<elseif $rng gte 33>> You rub your anus in a circlular motion. <<else>> You push your fingers against your anus. You feel it open a little bit. <</if>> <</if>> <<if $leftaction is "manustease" and $rightaction is "manustease">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal20>> <<if $rng gte 67>> You gently explore inside your <<bottom>> with your fingers. <<elseif $rng gte 33>> You slowly push your fingers into and out of your anus. <<else>> You fuck your <<bottom>> with your fingers. You feel naughty about playing with such a place. <</if>> <<elseif $leftaction is "manustease">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<garousal20>> <<if $rng gte 67>> You gently explore inside your <<bottom>> with your finger. <<elseif $rng gte 33>> You slowly push your finger into and out of your anus. <<else>> You fuck your <<bottom>> with your fingers. You feel naughty about playing with such a place. <</if>> <<elseif $rightaction is "manustease">><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal20>> <<if $rng gte 67>> You gently explore inside your <<bottom>> with your finger. <<elseif $rng gte 33>> You slowly push your finger into and out of your anus. <<else>> You fuck your <<bottom>> with your fingers. You feel naughty about playing with such a place. <</if>> <</if>> <<if $leftaction is "manusprostate" and $rightaction is "manusprostate">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal60>> <<if $arousal gte 8000>> You stroke your prostate, milking it of semen and making you shudder. <<elseif $arousal gte 6000>> You press against your prostate, causing an almost unbearably pleasurable feeling of vulnerability. <<else>> You gently prod your prostate, each poke sending a wave of pleasure through your body. <</if>> <<elseif $leftaction is "manusprostate">><<set $leftactiondefault to $leftaction>><<set $leftaction to 0>><<garousal30>> <<if $arousal gte 8000>> You stroke your prostate, milking it of semen and making you shudder. <<elseif $arousal gte 6000>> You press against your prostate, causing an almost unbearably pleasurable feeling of vulnerability. <<else>> You gently prod your prostate, each poke sending a wave of pleasure through your body. <</if>> <<elseif $rightaction is "manusprostate">><<set $rightactiondefault to $rightaction>><<set $rightaction to 0>><<garousal30>> <<if $arousal gte 8000>> You stroke your prostate, milking it of semen and making you shudder. <<elseif $arousal gte 6000>> You press against your prostate, causing an almost unbearably pleasurable feeling of vulnerability. <<else>> You gently prod your prostate, each poke sending a wave of pleasure through your body. <</if>> <</if>> <<if $leftaction is "manusstop" and $rightaction is "manusstop">><<set $leftactiondefault to "mrest">><<set $leftaction to 0>><<set $rightactiondefault to "mrest">><<set $rightaction to 0>><<set $leftarm to 0>><<set $rightarm to 0>> <span class="purple">You move your hands away from your <<bottomstop>></span> <<elseif $leftaction is "manusstop">><<set $leftactiondefault to "mrest">><<set $leftaction to 0>><<set $leftarm to 0>> <span class="purple">You move your left hand away from your <<bottomstop>></span> <<elseif $rightaction is "manusstop">><<set $rightactiondefault to "mrest">><<set $rightaction to 0>><<set $rightarm to 0>> <span class="purple">You move your right hand away from your <<bottomstop>></span> <</if>> <<if $leftaction is "mrest">><<set $leftactiondefault to "mrest">><<set $leftaction to 0>> <</if>> <<if $rightaction is "mrest">><<set $rightactiondefault to "mrest">><<set $rightaction to 0>> <</if>> <br><br> <</nobr>><</widget>> :: Nude Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> <<set $timer to $rng>> <</if>> <<masturbationeffects>> <<masturbationactions>> <<if $timer is 1>> <span id="next"><<click [[Continue|Nude Cat]]>><</click>></span><<nexttext>><br> <<click [[Stop|Nude Masturbation Finish]]>><<set $finish to 1>><</click>><br> <<else>> <span id="next"><<click [[Continue|Nude Masturbation]]>><</click>></span><<nexttext>><br> <<click [[Stop|Nude Masturbation Finish]]>><<set $finish to 1>><</click>><br> <</if>> :: Nude Masturbation Finish [nobr] <<effects>> You lie back on the grass, panting.<br><br> <<endmasturbation>> <<endcombat>> <<click [[Next|Nude bask]]>><</click>><br> :: Bath Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> <</if>> <<masturbationeffects>> <<masturbationactions>> <span id="next"><<click [[Continue|Bath Masturbation]]>><</click>></span><<nexttext>><br> <<click [[Stop|Bath Masturbation Finish]]>><<set $finish to 1>><</click>><br> :: Bath Masturbation Finish [nobr] <<effects>> Doing this here means you can wash away the evidence.<br><br> <<endmasturbation>> <<endcombat>> You climb from the bath.<br><br> <<click [[Next|Bathroom]]>><<clotheson>><</click>><br> :: Widgets Masturbation [widget] <<widget "endmasturbation">><<nobr>> <<if $masturbationorgasm is 0>> <<if $purity gte 990>> You didn't cum, but you feel guilty regardless. <<elseif $purity gte 900>> You didn't cum, but that's okay. <<else>> You didn't cum. You feel aggravated.<<gstress>><<gstress60>> <</if>> <<elseif $masturbationorgasm is 1>> You feel satisfied. <<elseif $masturbationorgasm is 2>> You came twice. You feel satisfied. <<elseif $masturbationorgasm is 3>> You came three times. You feel a warm glow. <<elseif $masturbationorgasm is 4>> You came four times. You feel a warm glow. <<elseif $masturbationorgasm is 5>> You came five times. You pant. <<elseif $masturbationorgasm is 6>> You came five times. You pant. <<elseif $masturbationorgasm lte 10>> You came $masturbationorgasm times. Your body is tired. <<elseif $masturbationorgasm lte 15>> You came $masturbationorgasm times. You're quite the trooper. <<elseif $masturbationorgasm lte 20>> You came $masturbationorgasm times. This is getting silly. <<elseif $masturbationorgasm lte 30>> You came $masturbationorgasm times. Are you sure your body can handle it? <<elseif $masturbationorgasm lte 50>> You came $masturbationorgasm times. There are other ways to cope with stress you know. <<else>> You came $masturbationorgasm times. Tentacle monsters could learn a thing or two about endurance from you. <</if>> <<if $purity gte 990>> Do other <<if $playergender is "m">>boys<<else>>girls<</if>> do this, or are you a freak? <</if>> <br><br> <</nobr>><</widget>> <<widget "masturbationstart">><<nobr>> You fondle your <<genitalsstop>> <<if $purity gte 990>> You know you'd feel guilty if you went further, but it feels so good. <<elseif $purity gte 900>> Would it be so bad if you went a bit further? <<else>> You feel it yearn to be touched. <</if>> <br><br> <</nobr>><</widget>> :: Men's Toilets Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> You feel safer doing this here than at the orphanage. Bailey isn't going to be barging the door down.<br><br> <</if>> <<masturbationeffects>> <<masturbationactions>> <span id="next"><<click [[Continue|Men's Toilets Masturbation]]>><</click>></span><<nexttext>><br> <<click [[Stop|Men's Toilets Masturbation Finish]]>><<set $finish to 1>><</click>><br> :: Men's Toilets Masturbation Finish [nobr] <<effects>> You try to keep the noise down as you are afraid of being caught.<br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<click [[Next|Men's Toilets]]>><</click>><br> :: Women's Toilets Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> You feel safer doing this here than at the orphanage. Bailey isn't going to be barging the door down.<br><br> <</if>> <<masturbationeffects>> <<masturbationactions>> <span id="next"><<click [[Continue|Women's Toilets Masturbation]]>><</click>></span><<nexttext>><br> <<click [[Stop|Women's Toilets Masturbation Finish]]>><<set $finish to 1>><</click>><br> :: Women's Toilets Masturbation Finish [nobr] <<effects>> You try to keep the noise down as you are afraid of being caught.<br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<click [[Next|Women's Toilets]]>><</click>><br> :: School Boy's Toilets Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> You wonder what the other students would think of you if you were caught.<br><br> <</if>> <<masturbationeffects>> <<masturbationactions>> <span id="next"><<click [[Continue|School Boy's Toilets Masturbation]]>><</click>></span><<nexttext>><br> <<click [[Stop|School Boy's Toilets Masturbation Finish]]>><<set $finish to 1>><</click>><br> :: School Boy's Toilets Masturbation Finish [nobr] <<effects>> You listen out in case anyone snuck in while you were distracted. You don't hear anything.<br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<click [[Next|School Boy's Toilets]]>><</click>><br> :: School Girl's Toilets Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> You wonder what the other students would think of you if you were caught.<br><br> <</if>> <<masturbationeffects>> <<masturbationactions>> <span id="next"><<click [[Continue|School Girl's Toilets Masturbation]]>><</click>></span><<nexttext>><br> <<click [[Stop|School Girl's Toilets Masturbation Finish]]>><<set $finish to 1>><</click>><br> :: School Girl's Toilets Masturbation Finish [nobr] <<effects>> You listen out in case anyone snuck in while you were distracted. You don't hear anything.<br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<click [[Next|School Girl's Toilets]]>><</click>><br> :: Clearing Spring Masturbation [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> <<masturbationstart>> You lie back and allow your hands to wander.<br><br> <</if>> <<masturbationeffects>> <<masturbationactions>> <span id="next"><<click [[Continue|Clearing Spring Masturbation]]>><</click>></span><<nexttext>><br> <<click [[Stop|Clearing Spring Masturbation Finish]]>><<set $finish to 1>><</click>><br> :: Clearing Spring Masturbation Finish [nobr] <<effects>> The gentle waters caress you as you open your eyes.<br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<click [[Stay in the spring (0:30)|Clearing Spring]]>><<endevent>><<pass30>><<lstress30>><<set $phase to 1>><</click>><<lstress>><br> <<click [[Get out|Eden Clearing]]>><<clotheson>><</click>> :: Maths Lesson Masturbate [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> You want to touch yourself, here in the middle of your maths lesson. You look around. Everyone's distracted. No one would notice.<<exhibitionism4>><br><br> <<masturbationstart>> <<set $timer to 20>> <</if>> You fondle yourself. The other students are so near, they could so easily see what you're doing.<<garousal>><<garousal10>> <<masturbationeffects>> <<masturbationactions>> <<if $timer lte 0>> <span id="next"><<click [[Continue|Maths Lesson Masturbate Finish]]>><</click>></span><<nexttext>><br> <<else>> <span id="next"><<click [[Continue|Maths Lesson Masturbate]]>><</click>></span><<nexttext>><br> <</if>> <<click [[Stop|Maths Lesson Masturbate Finish]]>><<set $finish to 1>><</click>><br> :: Maths Lesson Masturbate Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $timer lte 0 and $orgasmdown gte 1>> <<river>>You hear River marching towards you mid-climax! You try to rearrange your clothing and sit upright, but you can't stop the spasms. When <<he>> realises what you're doing, <<his>> eyes widen and face drains of colour. "You..D-Deten..." <<His>> eyes roll backwards and <<he>> crumples into a heap.<<gdelinquency>><<detention60>><br><br> <<endmasturbation>> <<endcombat>> <<if $promiscuity gte 75>> <<click [[Goad the class into a gang bang|Maths Lesson Gang Bang]]>><<endevent>><<set $sexstart to 1>><</click>><<promiscuous5>><br> <</if>> <<click [[Feign Innocence|Maths Lesson Feign]]>><<clotheson>><<endevent>><</click>><br> <<else>> <<if $timer lte 0>> You hear River marching towards you! You quickly rearrange your clothing and sit upright. River stops beside you. "You're looking rather flushed," the teacher says. "You should see the nurse after class." You exhale as River walks away. <<else>> Not wanting to risk it further, you rearrange your clothing and sit upright. You don't think anyone noticed. <</if>> <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<towelup>> Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal.<br><br> <<pass5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - $allure)>> <<eventsmaths>> <<else>> <<eventsmathssafe>> <</if>> <</if>> <</if>> :: Science Lesson Masturbate [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> You want to touch yourself, here in the middle of your science lesson. You look around. Everyone's distracted. No one would notice.<<exhibitionism4>><br><br> <<masturbationstart>> <<set $timer to 20>> <</if>> You fondle yourself. The other students are so near, they could so easily see what you're doing.<<garousal>><<garousal10>> <<masturbationeffects>> <<masturbationactions>> <<if $timer lte 0>> <span id="next"><<click [[Continue|Science Lesson Masturbate Finish]]>><</click>></span><<nexttext>><br> <<else>> <span id="next"><<click [[Continue|Science Lesson Masturbate]]>><</click>></span><<nexttext>><br> <</if>> <<click [[Stop|Science Lesson Masturbate Finish]]>><<set $finish to 1>><</click>><br> :: Science Lesson Masturbate Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $timer lte 0 and $orgasmdown gte 1>> A loud bang sounds right behind you, mid-climax. Someone mixed something they shouldn't have, and it's drawing attention your way. You try to rearrange your clothing and act natural, but you can't stop the spasms. You find yourself the center of attention, with everyone wondering what's wrong with you.<br><br> <<sirris>><<person1>>Sirris rushes over to you, completely unaware of what you were doing. <<He>> looks at the <<generates2>><<person2>><<person>> behind you. "What were you mixing? Did you get any on <<phim>> or anything?" <<person1>><<he>> says. "Answer me!"<br><br> <<person2>>The <<person>> stares at Sirris, mouth agape. <<sirris>>"Everyone, listen," the teacher says. "Your classmate may have something dangerous on <<phimstop>> You, get the hose ready. Quick! I'm going to strip <<phimcomma>> then we need to wash <<phim>> down before the chemicals do any more damage!"<br><br> <<person1>> You try to protest, but the thought of being stripped renews your orgasm, sending you into another twitching fit. Sirris tugs your $upperclothes, pulling it up your chest and off your body. The class watch, astounded by the spectacle. Some are clearly eyeing up your <<breastsstop>><br><br> Sirris goes for your $lowerclothes next, revealing your <<undies>> to the whole room. <<if $undertype is "naked">> The class gasp as you're exposed in front of them. <<elseif $undertype is "chastity">> <<He>> looks at your $underclothes in bewilderment. "What is this?" <<he>> tugs. "It won't come off. There's no time, we'll make do." <<else>> <<He>> doesn't waste time and tugs your $underclothes down your thighs. The class gasp as your <<genitals>> are exposed to them. <</if>> <<upperruined>><<lowerruined>><<underruined>><<exposure>> <<covered>> <br><br> "Done. Now the hose. Everyone stand back." <<He>> blasts you with cold water, knocking you off your seat. "I said stand back!" <<He>> continues to hose you down as the class watches, those at the back craning their necks to see.<br><br> <<wash>> "Turn off the hose please," <<he>> says at last. The hose ceases its discharge and Sirris kneels beside you. <<He>> covers you with towels. "How are you feeling?" You can't find the words.<<gtrauma>><<gstress>><<gtrauma60>><<gstress60>><<gpain>><<set $pain += 20>><br><br> <<click [[Next|Science Lesson Masturbate Hose]]>><</click>><br> <<else>> <<if $timer lte 0>> A loud bang sounds right behind you. Someone mixed something they shouldn't have, and it's drawing attention your way. You quickly rearrange your clothing and hope your flushed and disheveled look is put down to shock. <<else>> Not wanting to risk it further, you rearrange your clothing and sit upright. You don't think anyone noticed. <</if>> <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<towelup>> Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal.<br><br> <<pass5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - $allure)>> <<eventsscience>> <<else>> <<eventssciencesafe>> <</if>> <</if>> <</if>> :: English Lesson Masturbate [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> You want to touch yourself, here in the middle of your english lesson. You look around. Everyone's distracted. No one would notice.<<exhibitionism4>><br><br> <<masturbationstart>> <<set $timer to 20>> <</if>> You fondle yourself. The other students are so near, they could so easily see what you're doing.<<garousal>><<garousal10>> <<masturbationeffects>> <<masturbationactions>> <<if $timer lte 0>> <span id="next"><<click [[Continue|English Lesson Masturbate Finish]]>><</click>></span><<nexttext>><br> <<else>> <span id="next"><<click [[Continue|English Lesson Masturbate]]>><</click>></span><<nexttext>><br> <</if>> <<click [[Stop|English Lesson Masturbate Finish]]>><<set $finish to 1>><</click>><br> :: English Lesson Masturbate Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $timer lte 0 and $orgasmdown gte 1>> <<generates1>><<person1>>A <<person>> leans over your desk to chat across the room. You try to stop touching yourself, but you can't control your spasms. <<He>> sees what you're doing. <<His>> mouth gapes for a moment, then <<he>> smiles. "Wow, you're a real pervert," <<he>> whispers. "I should let everyone know. Unless," <<He>> shunts <<his>> desk closer to yours. "Unless you wanna be nice to me." <<He>> grabs your wrist and places your hand on <<his>> crotch.<br><br> <<click [[Rub|English Rub]]>><<gtrauma60>><<gstress60>><<set $submissive += 1>><</click>><<gtrauma>><<gstress>><br> <<if $promiscuity gte 55>> <<click [[Punish|English Punish]]>><<set $submissive -= 1>><</click>><<promiscuous4>><br> <</if>> <<click [[Refuse|English Rub Refuse]]>><<gtrauma60>><<gstress60>><<detention30>><<lcool10>><</click>><<lcool>><<gdelinquency>><<gtrauma>><<gstress>><br> <<else>> <<if $timer lte 0>> Another student leans over your desk and starts chatting across the room. You cover yourself and look away. You hope no one noticed. <<else>> Not wanting to risk it further, you rearrange your clothing and sit upright. You don't think anyone noticed. <</if>> <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<towelup>> Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal.<br><br> <<pass5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - $allure)>> <<eventsenglish>> <<else>> <<eventsenglishsafe>> <</if>> <</if>> <</if>> :: History Lesson Masturbate [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> You want to touch yourself, here in the middle of your history lesson. You look around. Everyone's distracted. No one would notice.<<exhibitionism4>><br><br> <<masturbationstart>> <<set $timer to 20>> <</if>> You fondle yourself. The other students are so near, they could so easily see what you're doing.<<garousal>><<garousal10>> <<masturbationeffects>> <<masturbationactions>> <<if $timer lte 0>> <span id="next"><<click [[Continue|History Lesson Masturbate Finish]]>><</click>></span><<nexttext>><br> <<else>> <span id="next"><<click [[Continue|History Lesson Masturbate]]>><</click>></span><<nexttext>><br> <</if>> <<click [[Stop|History Lesson Masturbate Finish]]>><<set $finish to 1>><</click>><br> :: History Lesson Masturbate Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $timer lte 0 and $orgasmdown gte 1>> <<winter>><<person1>>Winter decides to stand by your desk while lecturing, right in the middle of your orgasm. <<He>> stands with <<his>> back to you. You don't think anyone noticed.<br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<winter>><<person1>> Once your orgasm has subsided Winter turns and leans close. "So you like touching yourself," <<he>> whispers. "I know just what to do with dirty <<girls>> like you. Come with me."<br><br> <<He>> stands upright. "Turn to page 117 please," <<he>> announces to the class. "I shan't be long." You follow <<him>> from the classroom, and into a storage room. It contains various antiques and props that you recognise from <<his>> lessons. <<He>> reaches into a wooden box and produces a metal chastity belt.<br><br> "Strip," <<he>> commands. <<He>> blows dust off the device. "You clearly can't control yourself. This is for your own good."<br><br> <<click [[Strip|History Masturbate Strip]]>><<set $submissive += 1>><<gtrauma60>><<gstress60>><</click>><<gtrauma>><<gstress>><br> <<click [[Refuse|History Masturbate Refuse]]>><<set $submissive -= 1>><<detention30>><</click>><<gdelinquency>><br> <<else>> <<if $timer lte 0>> Winter decides to stand by your desk while lecturing. You almost decide to continue and hope no one is paying attention, but you think better of it. <<else>> Not wanting to risk it further, you rearrange your clothing and sit upright. You don't think anyone noticed. <</if>> <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> <<towelup>> Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal.<br><br> <<pass5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - $allure)>> <<eventshistory>> <<else>> <<eventshistorysafe>> <</if>> <</if>> <</if>> :: Swimming Lesson Masturbate [nobr] <<effects>> <<if $masturbationstart is 1>> <<set $masturbationstart to 0>> <<set $masturbationstat += 1>> You want to touch yourself, here in the middle of the pool. You look around. Everyone's distracted. No one would notice what you're up to beneath the water.<<exhibitionism4>><br><br> <<masturbationstart>> <<set $timer to 20>> <</if>> You fondle yourself. The other students are so near, they could so easily see what you're doing.<<garousal>><<garousal10>> <<masturbationeffects>> <<masturbationactions>> <<if $timer lte 0>> <span id="next"><<click [[Continue|Swimming Lesson Masturbate Finish]]>><</click>></span><<nexttext>><br> <<else>> <span id="next"><<click [[Continue|Swimming Lesson Masturbate]]>><</click>></span><<nexttext>><br> <</if>> <<click [[Stop|Swimming Lesson Masturbate Finish]]>><<set $finish to 1>><</click>><br> :: Swimming Lesson Masturbate Finish [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> <<if $timer lte 0 and $orgasmdown gte 1>> <<mason>><<person1>>Mason asks the class to line up at one side of the pool. You're still shaking from your climax and struggle to keep up. <<clotheson>> Mason spots you shivering in the water. <<He>> dives in and shoots towards you, scooping you into <<his>> arms and onto the side of the pool. <<He>> clambers up after you and leans close. "Are you alright?" <<he>> asks.<br><br> <<click [[Nod|Swimming Masturbate Nod]]>><</click>><br> <<if $promiscuity gte 15>> <<click [[Kiss|Swimming Masturbate Kiss]]>><<gcool1>><<detention20>><</click>><<promiscuous2>><<gdelinquency>><<gcool>><br> <</if>> <<else>> <<if $timer lte 0>> Mason asks the class to line up at one side of the pool. You won't continue to get away with it while packed so close to the other students. <<else>> Not wanting to risk it further, you rearrange your clothing and sit upright. You don't think anyone noticed. <</if>> <br><br> <<endmasturbation>> <<clotheson>> <<endcombat>> Touching yourself in front of so many unaware people feels fantastic. It takes a while for your racing heart and flushed face to return to normal.<br><br> <<water>> <<pass5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<if $exposed lte 0>> <<click [[Boy's Changing Room|School Boy's Changing Room]]>><</click>><br> <<click [[Girl's Changing Room|School Girl's Changing Room]]>><</click>><br><br> <</if>> <<if $storelocation is "pool">> <<click [[Get changed|Swimming Pool Change]]>><</click>><br> <<elseif $exposed gte 1>> <<click [[Grab some towels and enter the boy's changing room|School Boy's Changing Room]]>><<towelup>><</click>><br> <<click [[Grab some towels and enter the girl's Changing Room|School Girl's Changing Room]]>><</click>><br><br> <</if>> <<else>> <<if $exposed gte 1>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure / 2))>> <<eventsswimming>> <<else>> <<eventsswimmingsafe>> <</if>> <<elseif $exposed lte 0>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - ($allure / 10))>> <<eventsswimming>> <<else>> <<eventsswimmingsafe>> <</if>> <</if>> <</if>> <</if>> :: Science Lesson Masturbate Hose [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> "I'll have to dispose of your clothes," Sirris says. "You'll need to see the head after class for some spares." <<He>> helps you to your seat, making sure the towels remain covering you.<br><br> Sirris sends the <<person2>><<person>> to the headteacher, and the class commences. You shiver.<br><br> <<towelup>> <<endcombat>> <<pass5>> <<schooleffects>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<pass5>> <<schooleffects>> <<else>> <<set $phase to 1>> <</if>> <<if $time gte ($hour * 60 + 5) and $time lte ($hour * 60 + 57)>> <<else>> <<set $phase to 1>> <</if>> <<if $phase is 1>><<set $phase to 0>> The bell rings, signifying the end of the lesson. You leave the classroom.<br><br> <<if $time is ($hour * 60 + 57)>> <<pass3>> <<elseif $time is ($hour * 60 + 58)>> <<pass2>> <<elseif $time is ($hour * 60 + 59)>> <<pass1>> <</if>> <<click [[Next|Hallways]]>><</click>> <<else>> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (8900 - $allure)>> <<eventsscience>> <<else>> <<eventssciencesafe>> <</if>> <</if>> :: Maths Lesson Gang Bang [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<generates1>><<generates2>><<generates3>><<generates4>><<generates5>><<generates6>><<man1init>> <<set $enemytrust to $enemytrust + 100>> Still flushed from your play, you sprawl yourself across your desk. You fix a <<person1>><<person>> with your gaze, knowing <<hes>> more curious than most. "The teacher is gone, we should make the most of it. Why don't you come over here," you say. "I need someone to scratch my itch."<br><br> <<He>> walks over to you, you take <<his>> hand and place it on your <<breastsstop>> <<Hes>> hesitant at first, but soon becomes more bold. You invite others to join, and soon a ring has formed around you. Other students remain seated, more embarrassed than aroused by your behaviour.<<famesex30>><<promiscuity5>><br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Maths Lesson Gang Bang Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Maths Lesson Gang Bang Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Maths Lesson Gang Bang Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Maths Lesson Gang Bang]]>><</click>></span><<nexttext>> <</if>> :: Maths Lesson Gang Bang Finish [nobr] <<effects>> <<if $finish is 1>> The crowd backs away from you as you sit back up. You wonder if they might start doing things to each other, but they don't seem comfortable with the idea.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You other students lie around your desk in a satisfied pile.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> You knock the students away from you. They get the hint, and cease pestering you.<br><br> <<clotheson>> <<endcombat>> <</if>> River soon comes to and looks around with bleary eyes. <<He>> fixes you with a gaze, but doesn't say anything. <<He>> climbs to <<his>> feet and continues the lesson as if nothing happened.<br><br> <<click [[Next|Maths Lesson Daydream]]>><</click>> :: English Rub [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $pronoun is "m">>You unzip <<his>> fly<<else>>You lift up <<his>> skirt<</if>> and <<if $penis isnot "none">>rub <<his>> penis.<<else>>rub <<his>> pussy.<</if>> <<He>> leans forward and faces <<his>> desk to conceal <<his>> reaction. <<He>> doesn't last long, and cums on your fingers before anyone notices.<br><br> You pull your hand away. "S-see," <<he>> gasps. "That wasn't so bad was it? Don't worry pervert, your secret's safe with me."<br><br> <<clotheson>> <<endmasturbation>> <<endcombat>> <<click [[Next|English Lesson Daydream]]>><</click>><br> :: English Punish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $pronoun is "m">>You unzip <<his>> fly<<else>>You lift up <<his>> skirt<</if>> and <<if $penis isnot "none">>rub <<his>> penis.<<else>>rub <<his>> pussy.<</if>> <<He>> leans forward and faces <<his>> desk to conceal <<his>> reaction. <<He>> doesn't last long, and cums on your fingers before anyone notices.<br><br> "S-see," <<he>> gasps. "That wasn't so bad was it? Don't worry pervert, your secret's safe with me."<br><br> <<He>> tries to pull <<his>> desk and chair away, but you grab <<his>> <<if $penis isnot "none">>penis<<else>>pussy<</if>> and stop <<himstop>> You lean closer, "I'm not done yet," you coo into <<his>> ear. You recommence rubbing.<br><br> <<He>> lasts a bit longer this time, but still cums pretty quickly. You keep teasing <<him>> through <<his>> orgasm, making <<him>> squirm. "Careful," you whisper. "You don't want people to see you like this, right?"<br><br> After a minute <<he>> cums again. "That was the third time," you say as <<he>> stops shaking. "Right in the middle of the classroom. Who's the pervert now?"<br><br> "P-please," <<he>> whimpers. "No more,"<br><br> Doren is getting close, so you pull away. The <<person>> shunts <<his>> chair far away from you. You think <<he>> learned <<his>> lesson.<<promiscuity4>><br><br> <<clotheson>> <<endmasturbation>> <<endcombat>> <<click [[Next|English Lesson Daydream]]>><</click>><br> :: English Rub Refuse [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> "Suit yourself," <<he>> says. "Hey everyone," <<he>> lifts your arm into the air as heads turn to look. "I caught this perv masturbating."<br><br> You try to protest, but your flushed face gives the truth away. <<if $exposed gte 1>>Not to mention your disheveled clothing.<</if>> You wrench your arm away from the <<person>> as the class bursts into laughter.<br><br> <<fameexhibitionism30>> <<clotheson>> <<endmasturbation>> <<endcombat>> <<doren>><<person1>>Doren makes <<his>> way over and stands beside your desk. "I can't ignore this I'm afraid. Leighton will want to see you in detention." <<He>> looks concerned.<br><br> <<click [[Nod|English Lesson Daydream]]>><<endevent>><</click>><br> <<click [[Stare down in shame|English Events Masturbation Stare]]>><<gtrauma60>><<gstress60>><<lcool10>><<set $dorenlove += 1>><</click>><<gtrauma>><<gstress>><<lcool>><br> :: English Events Masturbation Stare [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> Doren looks around the classroom. "Be quiet!" <<he>> bellows. The class falls silent.<br><br> <<if $dorenhonest isnot 1>> <<person1>>Doren looks back at you. "I'd like to speak to you outside. Come on." You follow <<him>> from the classroom, keeping your head bowed and knowing everyone must be staring at you.<br><br> <<He>> shuts the door behind you and speaks in an uncharacteristically quiet tone. "Is everything alright <<lasscomma>> or is there something you want to tell me about?"<br><br> <<click [[Be honest|English Events Honest]]>><<set $dorenlove += 1>><<gstress60>><<ltrauma60>><</click>><<gstress>><<ltrauma>><br> <<click [[Say you're fine|English Events Masturbation Fine]]>><</click>><br> <<else>> <<endevent>> <<click [[Next|English Lesson Daydream]]>><</click>><br> <</if>> :: English Events Masturbation Fine [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You put on a brave face and tell <<him>> you're fine. "Okay. If you say so," <<he>> says. "Now let's get back to class before they break a window."<br><br> <<endevent>> <<click [[Next|English Lesson Daydream]]>><</click>><br> :: History Masturbate Strip [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $undertype is "chastity">> You <<nervously>> remove your $lowerclothes, revealing your $underclothes. Winter's eyes widen. "Oh," <<he>> says. "You're already locked up, and it wasn't enough?" <<He>> thinks for a moment. "There's only one thing for it." <<He>> sits on the box and bends you over <<his>> knee.<<lowernaked>><br><br> <<click [[Next|History Masturbate Spank]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<if $undertype is "naked">> You remove your $lowerclothes while trying to keep your <<genitals>> concealed from the teacher. "I'll overlook your lack of underwear, this time," <<he>> says. <<else>> You remove your $lowerclothes and $underclothes while trying to keep your <<genitals>> concealed from the teacher.<<undernaked>> <</if>> <<lowernaked>> <<set $chastitybeltnew to 1>><<chastitybelt>> Once effectively naked from the waist down, <<he>> wraps the belt around your waist. The lock shuts with a loud click. "There," <<he>> says. "No more temptation for you."<br><br> <<if $submissive gte 1150>> "Will you let me out?" you ask. <<elseif $submissive lte 850>> "This is humiliating." you say. "Where's the key?" <<else>> "When will you let me out?" you ask. <</if>> <br><br> <<He>> shrugs. "The key is long lost. Hopefully by the time you get out you'll have developed some self control." <<He>> stands up. "Now let's get back to class."<br><br> <<endevent>> <<click [[Next|History Lesson Daydream]]>><<clotheson>><</click>> <</if>> :: History Masturbate Refuse [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $submissive gte 1150>> "N-no," you say, unable to make eye contact. <<elseif $submissive lte 850>> "Fuck off you old pervert," you say. <<else>> "No," you say. "I don't want to wear it." <</if>> <br><br> "I insist," <<he>> says, and lunges for you. You dodge out the way and flee the room. "We'll see how quick you are once Leighton is through with you," <<he>> shouts as you run down the corridor.<<pass10>><br><br> <<endevent>> <<click [[Next|Hallways]]>><</click>><br> :: History Masturbate Spank [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcspank>><<npcidlegenitals>> <<set $enemyanger += 150>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|History Masturbate Spank Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|History Masturbate Spank Finish]]>><</click>></span><<nexttext>> <<elseif $enemyanger lte 20>> <span id="next"><<click [[Next|History Masturbate Spank Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|History Masturbate Spank]]>><</click>></span><<nexttext>> <</if>> :: History Masturbate Spank Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "You're an energetic one," <<he>> pants. <<tearful>> you follow <<him>> back to class.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|History Lesson Daydream]]>><</click>><br> <<elseif $enemyhealth lte 0>> <<He>> recoils in pain and you squirm from <<his>> grip. "You can't run from punishment forever," <<he>> shouts. <<tearful>> you run from the room and down the corridor.<<pass10>><br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><</click>><br> <<else>> <<He>> releases you. "I hope you've learnt your lesson. Masturbation causes all sorts of health problems." <<tearful>> you follow <<him>> back to class.<br><br> <<clothesontowel>> <<endcombat>> <<click [[Next|History Lesson Daydream]]>><</click>><br> <</if>> :: Swimming Masturbate Nod [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> You nod. <<He>> still looks concerned. "If you're sure," <<he>> says. "Tell me if you start shivering like that again. It could be dangerous." <<He>> helps you back into the pool and continues the lesson.<br><br> <<endevent>> <<click [[Next|Swimming Lesson Daydream]]>><</click>><br> :: Swimming Masturbate Kiss [nobr] <<set $outside to 0>><<set $location to "pool">><<schooleffects>><<effects>> You plant a kiss on <<his>> lips. <<He>> recoils with a mix of confusion and horror on <<his>> face. The other students laugh and cheer. <<His>> face turns red. "Okay then," <<he>> says. "Back in the pool." <<He>> avoids looking at you for the rest of the lesson.<<promiscuity2>> <<endevent>> <<click [[Next|Swimming Lesson Daydream]]>><</click>><br>
fire2244/degrees
game/special-masturbation.twee
twee
unknown
95,229
:: Robin's Room Entrance [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $robindebt gte $robindebtlimit and $robindebtintro isnot 1 and $robinpaid isnot 1>><<set $robindebtintro to 1>><<set $robindebtevent to 7>><<set $robintrauma to 100>><<set $robinmissing to 1>><<set $robinconsole to 0>><<set $robindebtknown to 1>> You go to Robin's room. You knock, but there's no response, nor is there a note on the door. You peek inside. There's no one there.<br><br> A <<robin>><<generatec2>><<person2>><<person>> walks by. You grasp <<his>> arm. "Robin always leaves a note," you say. "Has something happened?"<br><br> The <<person>> looks frightened. "D-don't let anyone know I told you," <<he>> says. "But Robin couldn't afford to pay, so Bailey took <<person1>><<him>> somewhere." You wonder why Robin never told you <<he>> had to pay Bailey, and realise you never told Robin either.<br><br> "I'm not sure," the <<person2>><<person>> says. "But I think Bailey said something about the <span class="gold">docks.</span> I hope Robin's okay." You release <<person2>><<his>> arm.<br><br> <<endevent>> <<click [[Leave|Orphanage]]>><</click>><br> <<elseif $robinmissing is 1>> You go to Robin's room. You knock, but there's no response, nor is there a note on the door. You peek inside. There's no one there.<br><br> <<click [[Leave|Orphanage]]>><</click>><br> <<elseif $schoolday is 1 and $hour gte 8 and $hour lte 15 and $robinschoolafternoon isnot 1 or $hour lte 15 and $robinschoolmorning is 1 and $robinschoolafternoon isnot 1>> You go to Robin's room. There's a note on the door. "Gone to school!"<br><br> <<click [[Leave|Orphanage]]>><</click>><br> <<elseif $hour gte 21 or $hour lte 6>> You go to Robin's room. There's a note on the door. "Sleeping!"<br><br> <<click [[Leave|Orphanage]]>><</click>><br> <<elseif $weekday is 7 and $hour gte 9 and $hour lte 16 or $weekday is 1 and $hour gte 9 and $hour lte 16>> You go to Robin's room. There's a note on the door. "Out selling lemonade!"<br><br> <<click [[Leave|Orphanage]]>><</click>><br> <<else>> <<robinroom>> <</if>> :: Widgets Robin [widget] <<widget "robinroom">><<nobr>> <<robin>><<person1>> <<if $robineventnote is 1>><<set $robineventnote to 0>> <i>As long as Robin has to pay Bailey, <<hes>> going to keep getting hurt and ending up like this. Maybe you should speak to Bailey about it.</i><br><br> <</if>> <<if $robintrauma gte 95>> You knock on the door. There's a pause for a moment, then Robin opens it. <<He>> stares right through you, <<his>> eyes glazed.<br><br> <<He>> doesn't stop you entering and sitting on the bed. "Come sit with me," you say.<br><br> <<He>> sits beside you.<br><br> <<click [[Hug (0:30)|Robin Trauma Hug]]>><<set $robinlove += 1>><<set $robindom -= 1>><<set $robintrauma -= 6>><<pass30>><</click>><<glove>><<ldom>><br><br> <<elseif $robintrauma gte 80>> You knock on the door. Robin opens it and smiles. <<His>> eyes are red. "Hey," <<he>> says. "Come in." You enter and sit on the bed. <<He>> sits beside you. <<His>> movements are awkward, as if <<hes>> in pain.<br><br> <<click [[Take Robin to the hospital (1:00)|Robin Hospital]]>><<pass60>><<set $robinlove += 1>><<set $robindom -= 1>><<set $robintrauma -= 16>><</click>><<glove>><<ldom>><br><br> <<elseif $robintrauma gte 40>> You knock on the door. Robin opens it and smiles. <<His>> eyes are red. "Hey," <<he>> says. "Come in." You enter and sit on the bed. <<He>> sits beside you.<br><br> <<elseif $robintrauma gte 10>> You knock on the door. Robin throws it open and hugs you. "Come in," <<he>> says. You enter and sit on the bed. <<He>> sits beside you.<br><br> <<if $robinthank isnot 1>><<set $robinthank to 1>> You open your mouth to speak, but Robin interrupts you. "Thank you," <<he>> says. "For everything." <<He>> rests <<his>> head on your shoulder.<br><br> <<else>> <</if>> <<else>> <<if $robinconsoleintro isnot 1>><<set $robinconsoleintro to 1>><<set $robinconsole to 1>> You knock on the door, and hear a flurry of activity on the other side. Robin throws the door open and hugs you. "You came," <<he>> says. "Look." <<He>> pulls you into the room. In the corner beneath an old television is a new games console. "I've been saving up." <<He>> says, sitting on the bed. "What are you waiting for?" <<He>> pats the bed beside <<himstop>><<lstress>><<lstress60>><br><br> <<elseif $robinconsole is 1 and $robinpaid isnot 1 and $robindebt gte ($robindebtlimit - 1) and $robinconsolelost isnot 1>><<set $robinconsolelost to 1>><<set $robinconsole to 0>> You knock on the door. Robin opens it and hugs you. "Come in," <<he>> says, pulling you inside. <<He>> sits on the bed. Something is different. There's no console.<br><br> "You've noticed," <<he>> says. "I was bored of it, so I sold it." <<He>> smiles, but it doesn't touch <<his>> eyes.<br><br> "But you loved it," you say.<br><br> "No I didn't!" <<he>> responds, irritated. "Just leave it."<br><br> "Is something wrong?" you say. "You're never like this."<br><br> "Everything's fine, honest," <<he>> says. <<He>> stares at <<his>> knees.<br><br> <<elseif $robinconsole is 0>> You knock on the door. Robin throws it open and hugs you. "Come in," <<he>> says, pulling you inside. <<He>> sits on the bed and stares at the spot <<his>> console used to fill.<br><br> <<else>> You knock on the door. Robin throws it open and hugs you. "Come in," <<he>> says, pulling you inside. <<He>> sits on the bed beside the television and picks up the controller.<br><br> <</if>> <</if>> <<robinoptions>> <</nobr>><</widget>> <<widget "robinoptions">><<nobr>> <<if $schoolday is 1 and $hour is 8>> <<if $robintrauma gte 80>> Robin looks at the clock on the wall. "It's school soon," <<he>> says. "I don't want to go."<br><br> You hug <<himstop>> "Everything will be fine," you say.<br><br> <<click [[Walk to school (0:40)|Robin Walk School]]>><<set $robinschoolmorning to 1>><<pass40>><</click>><br> <<else>> Robin looks at the clock on the wall. "It's school soon," <<he>> says. "Would you like to walk with me?"<br><br> <<click [[Walk to school (0:20)|Robin Walk School]]>><<set $robinschoolmorning to 1>><<pass20>><</click>><br> <</if>> <<click [[Leave|Orphanage]]>><<endevent>><</click>><br> <<elseif $hour gte 21 or $hour lte 6>> Robin looks at the clock on the wall. "It's past my bed time," <<he>> says. <<He>> hugs you. "Goodnight."<br><br> <<if $robinromance is 1>> <<click [[Ask to stay|Robin Room Bed]]>><</click>><br> <</if>> <<click [[Leave|Orphanage]]>><<endevent>><</click>><br> <<elseif $weekday is 7 and $hour gte 9 and $hour lte 16 or $weekday is 1 and $hour gte 9 and $hour lte 15>> "I need to get my lemonade stand set up," <<he>> says. "Come see me on the beach if you like."<br><br> <<click [[Offer to help set up (0:30)|Robin's Lemonade Set]]>><<pass30>><<set $robinlove += 1>><</click>><<glove>><br> <<click [[Leave|Orphanage]]>><<endevent>><</click>><br> <<else>> <<if $robintrauma lt 80>> <<if $robinlove gte 5 and $robinlovestage is undefined>><<set $robinlovestage to 0>> "Thanks for spending time with me," <<he>> says. "It's less fun alone."<br><br> <<elseif $robinlove gte 10 and $robinlovestage is 0>><<set $robinlovestage to 1>> "I'll have to teach you how to make lemonade sometime," <<he>> says.<br><br> <<elseif $robinlove gte 20 and $robinlovestage is 1>><<set $robinlovestage to 2>> "Let me know if there's a game you'd like to play," <<he>> says. "You always let me choose."<br><br> <<elseif $robinlove gte 40 and $robinlovestage is 2>><<set $robinlovestage to 3>> "It's good Bailey doesn't mind us meeting like this," <<he>> says.<br><br> <<elseif $robinlove gte 60 and $robinlovestage is 3>><<set $robinlovestage to 4>> "I'm so lucky to have you as a friend," <<he>> says out of nowhere.<br><br> <<elseif $robinlove gte 100 and $robinlovestage is 4>><<set $robinlovestage to 5>> <<He>> hugs you. "You're the best," <<he>> says.<br><br> <</if>> <</if>> <<if $robintrauma lt 80 and $robintrauma gte 10>> <<click [[Talk (0:30)|Robin Trauma Talk]]>><<set $robinroomentered to 1>><<pass30>><<gstress30>><<set $robintrauma -= 1>><<set $robinlove += 1>><<set $robindom -= 1>><</click>><<glove>><<ldom>><<gstress>><br> <</if>> <<if $robinnote is 1 and $robinromance isnot 1>> <<click [[Kiss|Robin Romance]]>><<set $robinroomentered to 1>><<set $robinromance to 1>><</click>><br> <</if>> <<if $robintrauma lt 80 and $robinwalk isnot 1>> <<click [[Go somewhere together|Robin Walk]]>><<set $robinroomentered to 1>><<set $robinhugging to 0>><</click>><br> <</if>> <<if $robinconsole is 1>> <<click [[Watch Robin play (0:30)|Robin Watch]]>><<set $robinroomentered to 1>><<lstress30>><<ltrauma30>><<pass30>><<set $robinlove += 1>><</click>><<glove>><<ltrauma>><<lstress>><br> <<click [[Play with Robin (0:30)|Robin Play]]>><<set $robinroomentered to 1>><<set $robinhugging to 0>><<ltrauma30>><<pass30>><<set $robinlove += 1>><</click>><<glove>><<ltrauma>><br> <<elseif $money gte 40000 and $robintrauma lt 80 and $robindebtknown is 1>> <<click [[Buy Robin a new console (£400 0:30)|Robin Console]]>><<set $robinhugging to 0>><<pass30>><<set $robinlove += 10>><<set $robindom -= 1>><<set $robinconsole to 1>><<set $money -= 40000>><</click>><<glove>><<ldom>><br> <</if>> <<if $robintrauma lt 80 and $trauma gte 1000 and $robinhugging isnot 1>> <<click [[Hug (0:05)|Robin Hug]]>><<pass5>><<trauma -1>><<stress -1>><<set $robinlove += 1>><</click>><<ltrauma>><<lstress>><<glove>><br> <</if>> <br> <<robinbully>> <<click [[Leave|Orphanage]]>><<set $robinhugging to 0>><<endevent>><</click>><br> <</if>> <</nobr>><</widget>> <<widget "robinpay">><<nobr>> <i>Robin is safe for now, but Bailey will keep collecting the toll. Maybe you should confront Bailey about it.</i><br><br> <</nobr>><</widget>> <<widget "robinhug">><<nobr>> <<if $robinhugcry isnot 1 and $robinpaid isnot 1 and $trauma gte ($traumamax / 7) * 2>> <<click [[Cry (0:05)|Robin Hug Cry]]>><<pass5>><<set $robinhugcry to 1>><<lstress60>><<ltrauma60>><<tearup>><<set $robinlove += 1>><<set $robindom += 1>><</click>><<lstress>><<ltrauma>><<glove>><<gdom>><br> <</if>> <<if $robinhugcry isnot 1 and $trauma gte ($traumamax / 7) * 3>> <<click [[Break down (0:30)|Robin Hug Break]]>><<set $robinhugcry to 1>><<lstress60>><<lstress60>><<ltrauma60>><<ltrauma60>><<pass30>><<tearup>><<set $robinlove += 1>><<set $robindom += 1>><</click>><<llstress>><<lltrauma>><<glove>><<gdom>><br> <</if>> <<if $robinhugcomplain isnot 1>> <<click [[Complain (0:10)|Robin Hug Complain]]>><<set $robinhugcomplain to 1>><<lstress60>><<ltrauma60>><<pass10>><</click>><<ltrauma>><<lstress>><br> <</if>> <<if $robinlove gte 50>> <<click [[Cuddle (0:10)|Robin Hug Cuddle]]>><<set $robinhugging to 1>><<pass10>><<set $robinlove += 1>><<trauma -1>><<stress -1>><</click>><<ltrauma>><<lstress>><<glove>><br> <</if>> <<if $robinstunned isnot 1 and $robinconsole is 1>> <<click [[Watch Robin play (0:30)|Robin Watch]]>><<set $robinhugging to 1>><<lstress30>><<ltrauma30>><<pass30>><<set $robinlove += 1>><</click>><<glove>><<ltrauma>><<lstress>><br> <</if>> <<click [[Stop hugging|Robin Hug Stop]]>><</click>><br> <<set $robinstunned to 0>> <</nobr>><</widget>> <<widget "robinbully">><<nobr>> <<if $trauma gte ($traumamax / 7) * 2 and $robinhugcomplain isnot 1>> <<click [[Complain (0:10)|Robin Complain]]>><<set $robinroomentered to 1>><<pass10>><<set $robinhugcomplain to 1>><<set $phase to 0>><<trauma -6>><<stress -6>><</click>><<ltrauma>><<lstress>><br> <</if>> <<if $robinblame isnot 1 and $trauma gte ($traumamax / 7) * 2>> <<click [[Blame Robin|Robin Blame]]>><<set $robinroomentered to 1>><<set $phase to 1>><<set $robinblame to 1>><<trauma -6>><<stress -6>><<set $robinlove -= 1>><<set $robindom -= 1>><</click>><<ltrauma>><<lstress>><<llove>><<ldom>><br> <</if>> <<if $robinpersecute isnot 1 and $trauma gte ($traumamax / 7) * 3>> <<click [[Persecute Robin|Robin Persecute]]>><<set $robinroomentered to 1>><<set $phase to 3>><<set $robinpersecute to 1>><<trauma -12>><<stress -12>><<set $robinlove -= 1>><<set $robindom -= 1>><</click>><<lltrauma>><<llstress>><<llove>><<ldom>><br> <</if>> <<if $robinmoney gt 0>> <<click [[Ask for money|Robin Money]]>><<set $robinroomentered to 1>><</click>><br> <</if>> <br> <</nobr>><</widget>> :: Robin Hug Stop [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> You pull away from Robin.<br><br> <<robinoptions>> :: Robin Watch [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $robinhugging is 1>> You keep your arms wrapped around Robin and watch <<him>> play.<br><br> <<else>> You sit beside Robin and watch <<him>> play.<br><br> <</if>> <<if $rng gte 81>> <<He>> gets stuck on a difficult part and drops the controller on your lap. "You try," <<he>> says as <<he>> lies on <<his>> back.<br><br> You succeed on your first attempt.<br><br> <<click [[Pass the controller back|Robin Watch Pass]]>><<set $robinlove += 1>><</click>><<glove>><br> <<click [[Tease|Robin Watch Tease]]>><<set $robinlove -= 1>><<set $robindom -= 1>><</click>><<llove>><<ldom>><br> <<elseif $rng gte 61>> <<He>> tries to get a laugh out of you by making <<his>> character do silly things. <<Hes>> successful.<br><br> <<robinoptions>> <<elseif $rng gte 41>> You chat with <<himstop>> The game looks pretty easy, and <<hes>> able to hold a conversation and play at the same time.<br><br> <<robinoptions>> <<elseif $rng gte 21>> You try to chat with <<himcomma>> but <<hes>> so engrossed in the game <<he>> can't look away.<br><br> <<robinoptions>> <<else>> <<He>> rests <<his>> head in your lap.<<garousal>><<garousal30>><br><br><br><br> <<click [[Stroke|Robin Stroke]]>><<set $robinlove += 1>><<set $robinlust += 1>><</click>><<glove>><<glust>><br> <<click [[Keep watching|Robin Options]]>><</click>><br> <br><br> <</if>> :: Robin Play [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $rng gte 81>> You play a cooperative game with <<himstop>><<lstress>><<lstress30>><br><br> <<robinoptions>> <<elseif $rng gte 61>> You play a game with <<himstop>> <<He>> completely stomps you.<br><br> <<click [[Accept defeat with grace|Robin Play Grace]]>><<set $robinlove += 1>><<set $robindom += 1>><<gstress30>><</click>><<glove>><<gdom>><<gstress>><br> <<click [[Make excuses|Robin Play Excuses]]>><<set $robinlove -= 1>><</click>><<llove>><br> <<elseif $rng gte 41>> You play a game with <<himstop>> You win with ease. <<He>> seems irritated.<br><br> <<click [[Cheer Robin up|Robin Play Cheer]]>><<set $robinlove += 1>><</click>><<glove>><br> <<click [[Tease|Robin Play Tease]]>><<set $robindom += 1>><<set $robinlove -= 1>><</click>><<llove>><br> <<elseif $rng gte 21>> You play a game with <<himstop>> You draw. "I'll get you next time," <<he>> says.<br><br> <<robinoptions>> <<else>> You play against <<himstop>> <<He>> starts to win.<br><br> <<click [[Tickle attack|Robin Play Tickle]]>><<set $robindom -= 1>><<set $robinlust += 1>><</click>><<glust>><<ldom>><br> <<click [[Play fair|Robin Play Fair]]>><</click>><br> <</if>> :: Robin Trauma Hug [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> You hold Robin in your arms. For several minutes <<he>> doesn't move or make a sound. Then <<he>> starts to cry. Just a sob at first, but it builds until <<hes>> almost wailing into your shoulder.<br><br> "I, I," <<he>> says between sobs. "C-cant s-stop thinking abou-about it."<br><br> "It's okay," you say. "You're safe. I'm here for you."<br><br> <<He>> continues crying in your arms. <<set $pain += 40>>You realise you're tearing up too. "T-thank you." <<he>> says after some time. "I'm fine now." <<He>> smiles through <<his>> tears. "Can we go to the kitchen? I'm thirsty."<br><br> You take <<him>> by the hand and together walk to the kitchen. You pour <<him>> a glass of water while <<he>> leans against the counter, eyes downcast. "I know you're busy," <<he>> says as you hand it to <<himstop>> "I'm going to hide back in my room. I'll be fine. Honest." <<He>> smiles and leaves the kitchen.<br><br> <<endevent>> <<click [[Next|Orphanage]]>><</click>><br> :: Robin Console [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> "You sold the console to pay Bailey," you say. Robin nods. "I'm going to buy you a new one."<br><br> <<He>> looks at you, mouth agape. "No, it's too expensive," <<he>> says.<br><br> "It's my money," you reply. "Come on, you'll have to pick out the games you want."<br><br> <<He>> frowns and smiles at the same time, and jumps to <<his>> feet.<br><br> You walk to the High Street together. <<His>> pace picks up when the game shop comes into view. Five minutes later <<hes>> holding a large box in <<his>> arms, and you're £400 poorer. <<His>> face beams. <<He>> runs ahead of you once back on Domus Street, eager to set it up.<br><br> <<endevent>> <<click [[Next|Domus Street]]>><<set $eventskip to 1>><</click>><br> :: Robin Hospital [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> "You're hurt," you say to Robin. "You need to see a doctor."<br><br> <<He>> shakes <<his>> head. "I want to stay here."<br><br> "It's okay," you say. "I'll stay with you. Promise." You stand and hold the door open. <<He>> doesn't budge. "Please," you say. <<He>> grimaces as <<he>> stands.<br><br> You don't know if <<he>> would be capable of walking, so you take the bus. <<He>> stares at the ground as you walk <<him>> into the hospital foyer.<br><br> <<generate2>><<person2>>It's not very busy. You walk up to reception. "How can I help you?" The <<person>> behind it asks.<br><br> "My friend has been hurt," you say. "But I'm not sure how badly. <<person1>><<He>> can't walk properly."<br><br> <<person2>>The <<person>> smiles and looks at Robin. "I'll see who's available to see you. Please take a seat."<br><br> You don't need to wait long. A <<generate3>><<person3>><<person>> enters the foyer and immediately picks you out. "Please come with me," <<he>> says.<br><br> You follow the doctor to <<his>> office, holding Robin's hand to make sure <<person1>><<he>> doesn't run off. Once inside and seated, the doctor examines Robin. <<He>> looks troubled. "I can't see the full extent of <<his>> injuries. You'll need to take your clothes off." Robin tenses and closes <<his>> eyes. You rest your hand on <<himstop>> "It's okay," you say. "The doctor will help you."<br><br> You stand to leave and give Robin some privacy, but <<person1>><<he>> grabs your arm. "Please stay," <<he>> says. You sit back down.<br><br> The doctor turns away and types something into <<person3>><<his>> computer. Robin starts to strip.<<person1>><br><br> <<click [[Watch|Robin Hospital Watch]]>><<set $robinlust += 5>><</click>><<glust>><<promiscuous1>><br> <<click [[Look away|Robin Hospital 2]]>><</click>><br> :: Robin Trauma Talk [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> You talk with Robin. There are long periods of silence. You don't want to push <<himstop>> <<He>> sometimes mentions the abuse <<hes>> endured. You hold <<him>> when <<he>> cries.<br><br> <<robinoptions>> :: Robin Watch Pass [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> You pass the controller back to <<himstop>> <<He>> sits back up. "You did it! Thanks."<br><br> <<robinoptions>> :: Robin Watch Tease [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $submissive gte 1150>> "Are you alright?" you ask, smirking. "I think Bailey could have managed that one." <<elseif $submissive lte 850>> "I did it," you say. "I'm the champion now. I claim this console as my prize." <<else>> "Wow, that was really easy," you say, smirking. <</if>> <br><br> Robin sits back up. "You got lucky," <<he>> says as <<he>> snatches the controller back.<br><br> <<robinoptions>> :: Robin Play Grace [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> "You're good at this," you say. <<His>> chest puffs out slightly.<br><br> <<robinoptions>> :: Robin Play Excuses [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> "I-I let you win," you say. "And you almost lost anyway."<br><br> "Sure," <<he>> says sarcastically. "I bet you'll let me win the next one too."<br><br> <<robinoptions>> :: Robin Play Cheer [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> "I got lucky," you say.<br><br> "You made it look easy," <<he>> says. "But thanks for not rubbing it in."<br><br> <<robinoptions>> :: Robin Play Tease [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $submissive gte 1150>> "I won!" you exclaim. "And I'm not even any good." <<elseif $submissive lte 850>> "There's no shame in losing to the best," you say. <<else>> "You played well," you say. "Just not well enough." <</if>> <br><br> "I'll get you next time," <<he>> says. "Just you wait."<br><br> <<robinoptions>> :: Robin Hospital Watch [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $pronoun is "f">> You watch as Robin strips <<his>> clothes. <<He>> pulls down <<his>> skirt first, revealing white panties spotted with pink hearts. <<He>> pulls them down next, and makes no move to conceal <<his>> genitals from you. They're bruised and swollen still.<br><br> <<else>> You watch as Robin strips <<his>> clothes. <<He>> pulls down <<his>> shorts first, revealing white briefs. <<He>> pulls them down next, and makes no move to conceal <<his>> genitals from you. They're bruised and swollen still. <</if>> <<promiscuity1>> <br><br> You realise <<hes>> looking right at you. "A-am I attractive?" <<he>> asks, keeping <<his>> voice quiet. "The way you were looking at me..." You feel guilty for checking <<him>> out and look away as <<he>> tugs off <<his>> shirt.<br><br> <<click [[Next|Robin Hospital 2]]>><</click>><br> :: Robin Hospital 2 [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> The doctor turns back to Robin, now stood naked. <<person3>><<He>> examines Robin from head to toe. "I don't think you need stitches," <<he>> says. "But this is an awful lot of bruising. Are you two siblings?"<br><br> "Yes," Robin says. "I mean, no. <<pShes>> like my big <<if $playergenderappearance is "f">>sister<<else>>brother<</if>> though."<br><br> "Where do you live?" the doctor asks.<br><br> "At the orphanage," Robin replies.<br><br> The doctor frowns. "Some of this needs bandaging. You'll also need painkillers..."<br><br> <<person1>>The doctor sees to Robin wounds while you sit and hold <<his>> hand. Robin turns to you once dressed. "I'm a mummy!" <<he>> says, tapping the bandage wrapped around <<his>> head. <<He>> looks cheerful again for just a moment.<br><br> Once home, Robin gives you a surprise hug. "Thank you," <<he>> says. <<Hes>> tearful, but smiling. "I feel better already." <<He>> heads back to <<his>> room.<br><br> <<endevent>> <<click [[Next|Orphanage]]>><</click>><br> :: Robin Walk School [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> You leave the orphanage with Robin and walk to school. <<if $robinromance is 1>> <<He>> rubs the back of <<his>> hand against yours. You hold it. You chat with <<him>> as you walk.<<ltrauma>><<lstress>><<ltrauma20>><<lstress20>><br><br> <<else>> <<if $robintrauma gte 80>> <<Hes>> limping. You move slowly to let <<him>> keep up. <<He>> doesn't seem keen on talking, and stays close to you when other people are near.<br><br> <<elseif $robintrauma gte 40>> You chat with <<him>> on the way, though <<he>> falls silent when there are other people near.<br><br> <<else>> You chat with <<him>> on the way.<<ltrauma>><<lstress>><<ltrauma20>><<lstress20>><br><br> <</if>> <</if>> <<endevent>> <<click [[Next|School Front Playground]]>><</click>><br> :: Robin Walk Home [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<robin>><<person1>>You run up to Robin. <<if $robinromance is 1>> <<He>> hugs you. "Can we hold hands?" <<he>> says.<br><br> Together you walk back to the orphanage, chatting as you go.<<ltrauma>><<lstress>><<ltrauma20>><<lstress20>><br><br> <<else>> <<if $robintrauma gte 80>> <<He>> smiles when <<he>> sees you. "H-hey," <<he>> says.<br><br> Together you walk back to the orphanage. <<He>> limps, and you move slowly to let <<him>> keep up. <<He>> doesn't seem keen on talking, and stays very close to you whenever other people are around.<br><br> <<elseif $robintrauma gte 40>> <<He>> smiles when <<he>> sees you. "Hey," <<he>> says. "I'm glad you're here. I don't feel safe walking home alone."<br><br> Together you walk back to the orphanage. You chat a bit, but <<he>> tenses and falls silent whenever other people are around.<br><br> <<else>> <<He>> smiles when <<he>> sees you. "Hey," <<he>> says. "I'm glad you're here. I don't like walking home alone."<br><br> Together you walk back to the orphanage, chatting as you go.<<ltrauma>><<lstress>><<ltrauma20>><<lstress20>><br><br> <</if>> <</if>> <<set $robinlove += 1>> <<endevent>> <<click [[Next|Orphanage]]>><</click>><br> :: Docks_Robin [nobr] <<set $outside to 1>><<set $location to "docks">><<effects>> <<set $docksrobinintro to 1>><<set $robindebtknown to 1>> <<robin>><<person1>>You search the docks for Robin. You find <<him>> strapped naked to a table on board a yacht. <<His>> body is covered in welts and bruises. <<He>> looks right through you, <<his>> eyes glazed and empty.<br><br> <<endevent>> <<generate1>><<generate2>><<generate3>>There are three <<people>> on board. Two of them are arguing. "You fucking broke the toy already," the <<person1>><<person>> says. "We haven't even cast off yet."<br><br> "I was only testing it," the <<person2>><<person>> responds. "How was I to know it would break so easily?"<br><br> "You went completely mental with that whip," the <<person1>><<person>> says. "Now look." <<He>> grabs Robins genitals and tugs. It looks very painful, but Robin doesn't make a sound. "It's not gonna be any fun fucking that."<br><br> "What do you want me to do? It's not like we can get a refund."<br><br> "Ladies," the <<person3>><<person>> says. "We have company." They look at you.<br><br> <<if $submissive gte 1150>> "L-let my friend go," you say. "What you're doing is wrong."<br><br> <<elseif $submissive lte 850>> "Let my friend go," you say. "Or else."<br><br> <<else>> "Let my friend go," you say.<br><br> <</if>> <br><br> They pause for a moment, then burst into laughter. "Sure thing," the <<person1>><<person>> says. "Just get your little butt on here, and we'll let your friend go. If not, piss off. We're about to cast off."<br><br> <<click [[Take Robin's place|Docks_Robin Swap]]>><</click>><br> <<click [[Fight|Docks_Robin Fight]]>><<set $fightstart to 1>><</click>><br> <<click [[Leave|Mer Street]]>><<endevent>><</click>><br> :: Docks_Robin Swap [nobr] <<set $outside to 1>><<set $location to "sea">><<effects>> <<set $robindebtevent to 0>><<set $robinmissing to 0>> The <<person1>><<person>> unties Robin, who doesn't seem to be aware of what's happening. They shove you on the table instead, and soon have you bound.<br><br> <<robinpay>> <<upperruined>><<lowerruined>><<underruined>> <<set $leftarm to "bound">><<set $rightarm to "bound">> "You won't be needing these," the <<person2>><<person>> says, tearing off your clothing. "Right, lets go."<br><br> The yacht starts to move. You see Robin lying on the dock, but the <<person3>><<person>> steps in the way. "So what will we do with you?"<br><br> "We could use <<phim>> as bait," the <<person2>><<person>> suggests. "Bet we'd catch something big."<br><br> "Don't be daft," the <<person1>><<person>> says. "We'd sink the boat. Anyway, I want to fuck <<phim>> properly at some point."<br><br> They argue for a while, the topic of conversation moving away from you. You're left alone as they drink and steer the yacht away from shore.<<pass30>><br><br> <<click [[Next|Docks_Robin Swap 2]]>><</click>><br> :: Docks_Robin Fight [nobr] <<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>><<set $enemyanger += 150>> You jump onto the boat. "Good <<girlcomma>> now-" you interrupt <<him>> with a punch to <<his>> stupid face.<<set $enemyhealth -= 20>> <br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Docks_Robin Fight Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Docks_Robin Fight Finish]]>><</click>></span><<nexttext>> <<elseif $pain gte 100>> <span id="next"><<click [[Next|Docks_Robin Fight Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Docks_Robin Fight]]>><</click>></span><<nexttext>> <</if>> :: Docks_Robin Fight Finish [nobr] <<set $outside to 1>><<set $location to "docks">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> You seize the opportunity and lead Robin off the yacht before they notice you escaping.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Docks_Robin Rescue]]>><</click>><br> <<elseif $enemyhealth lte 0>> The <<person1>><<person>> tumbles backwards off the boat. The others run over to help <<him>> back up. You seize the opportunity and lead Robin off the yacht before they notice you escaping.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Docks_Robin Rescue]]>><</click>><br> <<else>> You collapse in a heap. "Someone make room for the fresh one."<br><br> <<click [[Next|Docks_Robin Swap]]>><<clotheson>><</click>><br> <</if>> :: Docks_Robin Rescue [nobr] <<set $outside to 1>><<set $location to "docks">><<effects>> <<robin>><<person1>><<set $robindebtevent to 0>><<set $robinmissing to 0>> You hold Robin close and move away from the docks. You're trying to work out where to find something to keep Robin warm when a car pulls up. It's Bailey.<br><br> <<endevent>><<bailey>><<person1>>"You got away sooner than I expected," <<he>> says to Robin, who doesn't respond. Bailey looks at you. "I'll take <<endevent>><<robin>><<person1>><<him>> from here. Or would you rather <<he>> walk through town like that? You can walk."<br><br> Bailey shoves Robin into the back seat, and drives away.<br><br> <<endevent>> <<robinpay>> <<click [[Next|Mer Street]]>><</click>><br> :: Bailey's Office [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<bailey>><<person1>> <<if $hour lte 6 or $hour gte 10>> You enter Bailey's office. <<Hes>> not there. <<He>> should be around between 7 and 9 in the morning.<br><br> <<else>> You enter Bailey's office and find <<him>> sitting at <<his>> desk. <<if $baileyvisit isnot 1>><<set $baileyvisit to 1>> <<He>> looks at you. "You better not waste my time."<br><br> <<else>> <<He>> glares at you. "You again? Piss off."<br><br> <</if>> <<if $robinpaid isnot 1 and $robindebtknown is 1>> <<click [[Take on Robin's debt|Bailey's Office Robin]]>><</click>> <span class="red">(doubles weekly payment)</span><br> <</if>> <</if>> <<click [[Leave|Orphanage]]>><<endevent>><</click>><br> :: Bailey's Office Robin [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> "You want to take on that worthless waif's debt? Why?" Bailey says. "Don't answer. I don't care." <<He>> smiles. "People pay more for your ass anyway."<br><br> <i>Taking on Robin's debt is irreversible.</i><br><br> <<click [[Confirm|Bailey's Office Robin 2]]>><</click>><br> <<click [[Leave|Orphanage]]>><<endevent>><</click>><br> :: Bailey's Office Robin 2 [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<set $robinpaid to 1>> <<set $rentmoney *= 2>> "Fine," Bailey says. "You owe me <span class="red">£<<print $rentmoney / 100>></span> for this week then. I'd get busy if I were you."<br><br> <<endevent>> <<click [[Next|Orphanage]]>><</click>><br> :: Docks_Robin Swap 2 [nobr] "So," the <<person1>><<person>> slurs. "If we did use <<phim>> as bait, I bet we'd catch a whale."<br><br> "There aren't whales here, idiot," the <<person2>><<person>> responds. "And they don't fish for whale like that."<br><br> "There are whales. I've seen one."<br><br> "Liar."<br><br> "I know," the <<person3>><<person>> says. "We lower <<phim>> into the water. If there are no whales, we pull <<phim>> back onto the boat. If there are, we can eat whale."<br><br> "That's a fantastic idea," the <<person1>><<person>> says as <<he>> staggers to <<his>> feet. They tie a length of rope to your arms and release you from the table. They shove you to the edge of the yacht.<br><br> "I've tied the rope down," the <<person3>><<person>> says.<br><br> The <<person1>><<person>> and <<person2>><<person>> lift you onto the railing. They push you overboard, and you plunge into the sea.<br><br> <<endcombat>> <<if $voredisable is "f">> You float to the surface and gasp for air. Something grabs your thighs and tugs you back down. You feel the rope snap.<br><br> <<click [[Next|Sea Vore]]>><<unbind>><<set $molestationstart to 1>><<set $sea to 40>><</click>><br> <<else>> You feel the rope snap, and the boat speeds away from you.<br><br> <<click [[Next|Sea]]>><<set $sea to 80>><</click>><br> <</if>> :: Robin Note [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> You read the note.<br><br> "<i>I've wanted to tell you this but whenever I try it won't come out. I know you're paying Bailey for me. I feel so relieved and ashamed.<br><br> I've started feeling butterflies in my tummy when you talk to me, and when we hug it feels like my body is melting (In a good way). Do you want to be my <<if $playergender is "m">>boyfriend<<else>>girlfriend<</if>>? It's okay if you don't! If you don't though, pretend you never read this note or I'll die of embarrassment.<br><br> Thank you for looking after me, Robin</i>"<br><br> <<click [[Next|Bedroom]]>><</click>><br> :: Robin Romance [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> "I read the note you left," you say. <<He>> tenses. <<if $submissive gte 1150>> "I'm happy you wrote it." <<elseif $submissive lte 850>> "It was brave of you to write it." <<else>> "It was very sweet." <</if>> <br><br> "I'm sorry," <<he>> says. "I didn't mean to embarrass you." You lean forward and kiss <<himstop>><<glove>><<set $robinlove += 1>><<garousal>><<ltrauma>><<lstress>><<garousal60>><<ltrauma60>><<lstress60>><br><br> You take <<his>> hands in your own, and hold them for a moment. You feel <<his>> pulse racing. You pull away, but <<he>> leans forward and kisses you again. <<His>> cheeks are wet with tears.<br><br> You pull away again, this time turning aside so <<his>> kiss lands on your cheek. <<He>> keeps kissing you. You laugh as <<he>> nuzzles your neck. "I love you," <<he>> whispers.<br><br> <<robinoptions>> :: Robin Stroke [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $robinromance is 1>> <<He>> makes a satisfied sound. "I feel so safe with you," <<he>> says.<br><br> <<else>> You stroke <<his>> hair. "Stop," <<he>> says. "You'll make me fall asleep." You move your hand away. "I didn't mean actually stop."<br><br> <</if>> <<robinoptions>> :: Robin Kiss [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 200>><<npckiss>><<set $enemyarousalmax to 200>><<npcidlegenitals>> You lie down next to <<him>> and gently turn <<his>> head to face you. You kiss. <<He>> forgets about the game.<<promiscuity1>><br><br> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Robin Kiss Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Robin Kiss Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Robin Kiss Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Robin Kiss]]>><</click>></span><<nexttext>> <</if>> :: Robin Options [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> You are with Robin in <<his>> room.<br><br> <<robinoptions>> :: Robin Kiss Finish [nobr] <<set $outside to 0>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Robin clings to you. <<Hes>> smiling and looks content.<br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> "Not so rough!" Robin says.<br><br> <<clotheson>> <<endcombat>> <<elseif $finish is 1>> "I hope we continue later," Robin says, smiling.<br><br> <<clotheson>> <<endcombat>> <</if>> <<robin>><<person1>> <br><br> <<robinoptions>> :: Robin Play Tickle [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> You reach over and run your fingers over <<his>> tummy. "No fair!" <<he>> shouts, squirming away from you. It's enough to give you the upper hand, and you claim victory shortly after.<br><br> "You're lucky you're a guest in my room," <<he>> sulks.<br><br> <<click [[Apologise|Robin Play Apologise]]>><<set $robinlove += 1>><<set $robindom += 1>><</click>><<glove>><<gdom>><br> <<if $robinromance is 1>> <<click [[Apologise with lewd|Robin Play Apologise Lewd]]>><<set $robinlove += 1>><<set $robinlust += 1>><</click>><<promiscuous1>><<glove>><<glust>><br> <</if>> <<click [[Bask in victory|Robin Options]]>><<set $robinlove -= 1>><<set $robindom -= 1>><</click>><<llove>><<ldom>><br> :: Robin Play Fair [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $rng gte 51>> <<He>> completely stomps you.<br><br> <<click [[Accept defeat with grace|Robin Play Grace]]>><<set $robinlove += 1>><<set $robindom += 1>><<gstress30>><</click>><<glove>><<gdom>><<gstress>><br> <<click [[Make excuses|Robin Play Excuses]]>><<set $robinlove -= 1>><</click>><<llove>><br> <<else>> You win with ease. <<He>> seems irritated.<br><br> <<click [[Cheer Robin up|Robin Play Cheer]]>><<set $robinlove += 1>><</click>><<glove>><br> <<click [[Tease|Robin Play Tease]]>><<set $robindom -= 1>><<set $robinlove -= 1>><</click>><<llove>><<ldom>><br> <</if>> :: Robin Play Apologise [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $submissive gte 1150>> "I'm sorry," you say. "It was the only way I could win." <<elseif $submissive lte 850>> "Sorry," you say. "That was uncalled for." <<else>> "Sorry," you say. "I know you wouldn't do that to me." <</if>> <br><br> "It's okay," Robin says. "It just surprised me."<br><br> <<robinoptions>> :: Robin Walk [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $submissive gte 1150>> "Would you like to go for a walk?" you ask. <<elseif $submissive lte 850>> "Time for some exercise," you say. <<else>> "Let's go for a walk," you say. <</if>> <br><br> <<if $robintrauma gte 40>> Robin smiles and nods.<br><br> <<else>> "Good idea," Robin says. "Where do you want to go?"<br><br> <</if>> <<click [[Forest (0:30)|Robin Forest]]>><<pass30>><<set $robinwalk to 1>><</click>><br> <<if $robinlove gte 20 and $money gte 1500>> <<click [[Cinema (£15 2:00)|Robin Walk Cinema]]>><<pass15>><<set $money -= 1500>><</click>><br> <</if>> <br> <<robinoptions>> :: Robin Walk Cinema[nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $submissive gte 1150>> "Would you like to go to the cinema?" you ask. <<elseif $submissive lte 850>> "Let's see a film," you say. <<else>> "Want to go to the cinema?," you ask. <</if>> <br><br> <<if $hour lt 12>> <<His>> eyes light up, but then looks at the clock on the wall. "I can't," <<he>> says. "I need to get ready soon. I can go in the evening."<br><br> <<robinoptions>> <<else>><<set $robinwalk to 1>> <<His>> eyes light up and <<he>> jumps to <<his>> feet. "What will we see?" <<he>> asks. <<His>> smile falters a moment. "Nothing scary I hope."<br><br> <<if $robinromance is 1>> You walk hand in hand to the High Street. The cinema stands beside the shopping centre. Three films are showing.<br><br> <<else>> You walk together to the High Street. The cinema stands beside the shopping centre. Three films are showing.<br><br> <</if>> <<click [[Superhero|Robin Cinema Superhero]]>><<pass60>><<pass30>><<lstress60>><</click>><<lstress>><br> <<click [[Romance|Robin Cinema Romance]]>><<pass60>><<pass30>><<lstress60>><</click>><<lstress>><br> <<click [[Horror|Robin Cinema Horror]]>><<pass60>><<gstress60>><</click>><<gstress>><br> <</if>> :: Robin Cinema Superhero [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> "I wanted to see this," Robin says as you buy the tickets. <<He>> bobs on <<his>> heels. "Can we get popcorn?"<br><br> <<He>> runs ahead of you into the theatre. You find <<him>> waiting by the attendant looking sheepish. You had the tickets. Once through <<he>> runs ahead again, finding two free seats near the middle of the room. <<He>> waves at you.<br><br> The film soon starts. It's pretty good. Robin enjoys it, and laughs along with the rest of the audience.<br><br> <<if $robinromance is 1>> <<click [[Fondle|Robin Cinema Fondle]]>><<set $robinlust += 1>><</click>><<promiscuous1>><<glust>><br> <</if>> <<click [[Keep watching|Robin Cinema Watch]]>><<pass15>><</click>><br> :: Robin Cinema Fondle [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You spill popcorn on Robin's lap. You clean the mess off <<himcomma>> and feel around <<his>> thighs for any you missed. In a moment of daring, you <<if $robingender is "m">> pull down <<his>> shorts <<else>> pull up <<his>> skirt <</if>> and <<if $penis isnot "none">> fondle <<his>> penis through <<his>> underwear. <<Hes>> soon erect under your attention. <<else>> fondle <<his>> pussy through <<his>> underwear. <<Hes>> soon wet under your attention. <</if>> <<promiscuity1>> <<He>> stares at the screen, but you hear a small moan escape <<himstop>><br><br> <<if $promiscuity gte 55>> <<click [[Give oral|Robin Cinema Oral]]>><<pass15>><<set $robinlove += 1>><</click>><<promiscuous4>><<glove>><br> <</if>> <<click [[Cover Robin and watch the movie|Robin Cinema Watch]]>><<set $phase to 1>><<pass15>><</click>><br> :: Robin Cinema Oral [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You glance around. Everyone's watching the film. You lean into Robin's lap and pull down <<his>> underwear. <<He>> looks down, incredulous, but <<he>> doesn't stop you.<<promiscuity4>> <<if $penis isnot "none">> You kiss <<his>> shaft a couple of times, then <<oraltext>> lick <<his>> glans. <<He>> rests <<his>> hands on your head as you circle and tease <<his>> tip. <<He>> grips your hair. <<else>> You kiss <<his>> labia a couple of times, then <<oraltext>> lick <<his>> clit. <<He>> rests <<his>> hands on your head as you circle and tease <<his>> tip. <<He>> grips your hair. <</if>> You keep working at it, until <<he>> shudders and moans in climax.<br><br> <<if $penis isnot "none">> <<set $facesemen += 1>> <</if>> Someone in front turns and shushes <<himstop>> "S-s-sorry," <<he>> pants in response. You clean up the spilled juices with a tissue, then sit back upright. <<He>> pants as <<he>> covers <<his>> lap.<br><br> You watch the film to its satisfying conclusion. Robin doesn't say much on the way home, but insists on holding your hand.<br><br> <<click [[Next|Robin Options]]>><</click>><br> :: Robin Cinema Watch [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 1>> You watch the film to its satisfying conclusion. Robin talks about it the entire way home. <<He>> doesn't mention your probing hand, though <<he>> looks flushed.<br><br> <<else>> You watch the film to its satisfying conclusion. Robin talks about it the entire way home, stopping only once back in <<his>> bedroom.<br><br> <</if>> <<set $phase to 0>> <<click [[Next|Robin Options]]>><</click>><br> :: Robin Cinema Romance [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> "Can we get popcorn?" Robin asks as you buy the tickets. "It's not proper without popcorn."<br><br> You enter the theatre. Robin picks seats near the middle. "I hope it's good," <<he>> says. You don't have to wait long.<br><br> You find the film too slow-paced, but Robin is engrossed. <<He>> doesn't take <<his>> eyes off the screen. <<He>> applauds when the credits roll, and talks about the film on the way home.<br><br> <<click [[Flirt|Robin Cinema Flirt]]>><<pass15>><<set $robinlove += 1>><</click>><<glove>><br> <<click [[Listen|Robin Cinema Listen]]>><<pass15>><</click>><br> :: Robin Cinema Flirt [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You quote one of the film's leads, from the part right before the two protagonists first kiss. Robin smiles and takes the other role. You think you get the lines right. <<He>> says the final line.<br><br> <<if $robinromance is 1>> <<He>> hugs you can leans close. "We have to kiss now," <<he>> says. "Or it won't be proper." <<He>> kisses you with more vigour than usual, trying to replicate the movie. <<Hes>> blushing when <<he>> pulls away, and continues to until you make it back to <<his>> room.<br><br> <<click [[Next|Robin Options]]>><</click>><br> <<else>> "And then we smooch," Robin laughs. <<He>> blushes and looks away from you. <<He>> doesn't say anything else until you're back at the orphanage.<<ltrauma>><<ltrauma60>><br><br> <<click [[Next|Robin Options]]>><</click>><br> <</if>> :: Robin Cinema Listen [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You listen to Robin talk about the film. <<He>> enjoyed it more than you, and <<his>> delight is infectious. Maybe it wasn't so bad.<br><br> <<click [[Next|Robin Options]]>><</click>><br> :: Robin Cinema Horror [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> Robin's face turns white. "A scary film?" <<he>> asks. "I'm not good with scary."<br><br> You buy the tickets and enter the theatre. Robin is hesitant to follow. <<He>> sits beside you, but when the person sat behind <<him>> nudges <<his>> seat <<he>> leaps up with a sharp scream.<br><br> <<click [[Comfort|Robin Cinema Comfort]]>><<pass30>><<pass15>><<set $robinlove += 1>><<gstress60>><</click>><<gstress>><<glove>><br> <<click [[Embolden|Robin Cinema Embolden]]>><<pass30>><<pass15>><</click>><br> :: Robin Cinema Comfort [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You put your arms around Robin and ease <<him>> back into <<his>> seat. "It's only a film," you say. "It can't hurt you."<br><br> "I know," <<he>> says. <<He>> doesn't sound convinced.<br><br> The film starts. Robin screams and wraps <<his>> arms around you whenever something scary happens. By the climax <<he>> is glued to your side, <<his>> head buried in your shoulder. <<He>> doesn't seem relieved even when the film is over.<br><br> <<He>> stays close beside you on the way home, asking if you think the monster is real. <<He>> almost sounds excited by the time you get back to <<his>> room.<br><br> <<click [[Next|Robin Options]]>><</click>><br> :: Robin Cinema Embolden [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> "Come on," you say. "Bailey's scarier than any movie." Robin laughs and sits down.<br><br> The film starts. It's quite frightening. You think you're getting used to it when it catches you off guard. Instinct takes over, and you grope for Robin's hand.<br><br> <<He>> stays close beside you on the way home, asking if you think the monster is real. <<He>> almost sounds excited by the time you get back to <<his>> room.<br><br> <<click [[Next|Robin Options]]>><</click>><br> :: Robin Forest [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $weather is "rain">> You walk to the forest, running between shelter to avoid the worst of the rain. "I like the rain," Robin says. "It's fun running between cover like this."<br><br> It's less wet under the protective branches of the trees. "The ground is too muddy for a picnic," Robin says. <<He>> looks at the nearby trees. "Look at that one! I bet I can climb it." <<He>> runs over to it and starts hauling <<himself>> up.<br><br> <<if $pronoun is "m">> <<His>> shorts are baggy. You'd be able to see right up them if you stood closer.<br><br> <<else>> You'd be able to see right up <<his>> skirt if you stood closer.<br><br> <</if>> <<click [[Stand beneath|Robin Forest Beneath]]>><<set $robinlust += 1>><</click>><<glust>><<promiscuous1>><br> <<click [[Cheer from a distance|Robin Forest Cheer]]>><<set $robinlove += 1>><</click>><<glove>><br> <<else>> You walk to the forest. "Let's not go too deep," Robin says. "It's scary. I brought a picnic too. We'll need somewhere grassy to set up."<br><br> You find a flat patch of grass, surrounded by trees. Bees dance between nearby flowers. Robin lays out a rug. "Sit down before it blows away," <<he>> says.<br><br> There's not much food in the basket. "I took what I could get away with," <<he>> says. "It's more for the fun of it anyway."<br><br> <<if $robinromance is 1>> <<click [[Kiss|Robin Forest Kiss]]>><<set $robinlust += 1>><<set $robinlove += 1>><</click>><<glove>><<glust>><<promiscuous1>><br> <</if>> <<click [[Talk|Robin Forest Talk]]>><<set $robinlove += 1>><<lstress30>><<ltrauma30>><</click>><<glove>><<ltrauma>><<lstress>><br> <</if>> :: Robin Forest Beneath [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You stand right beneath <<himstop>> <<if $pronoun is "m">> You see right up <<his>> shorts. <<Hes>> wearing blue underwear. <<else>> You see right up <<his>> skirt. <<Hes>> wearing pink underwear. <</if>> <<promiscuity1>><br><br> You cheer Robin on as <<he>> climbs the tree. <<He>> makes it to the top. "I knew I could do it," <<he>> shouts. You can barely make <<him>> out in the canopy. "It's pretty wet up here. I should come down."<br><br> <<Hes>> panting by the time <<he>> reaches the floor. "That was fun, but I got pretty wet," <<he>> says. "Lets go home or I'll catch a cold."<br><br> Together you return to the orphanage.<br><br> <<robinoptions>> :: Robin Forest Cheer [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You cheer Robin on as <<he>> climbs the tree. <<He>> makes it to the top. "I knew I could do it," <<he>> shouts. You can barely make <<him>> out in the canopy. "It's pretty wet up here. I should come down."<br><br> <<Hes>> panting by the time <<he>> reaches the floor. "That was fun, but I got pretty wet," <<he>> says. "Lets go home or I'll catch a cold."<br><br> Together you return to the orphanage.<br><br> <<robinoptions>> :: Robin Forest Talk [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> You talk with Robin. <<if $rng gte 81>> "It's really peaceful here," <<he>> says. <<elseif $rng gte 61>> "I hear bad things happen to <<girls>> who wander in too deep," <<he>> says. <<elseif $rng gte 41>> "It's such a nice day," <<he>> says. <<elseif $rng gte 21>> "I wonder if it'll rain tomorrow," <<he>> says. <<else>> "I hope the picnic is okay," <<he>> says. <</if>> <br><br> <<Hes>> content at first, but soon grows restless. "That was fun," <<he>> says. "But let's go home." You help <<him>> pack up the picnic and together you make your way back to the orphanage.<br><br> <<robinoptions>> :: Robin Forest Kiss [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> "We're all alone out here," you say, leaning over and kissing <<his>> neck.<<promiscuity1>> <<He>> laughs and holds you close to <<himstop>> You sit together for several minutes, before packing up the picnic and walking back to the orphanage.<br><br> <<robinoptions>> :: Canteen Lunch Intervene [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> You walk over to Robin. <<if $submissive gte 1150>> "S-stop," you say. "That's my friend." <<elseif $submissive lte 850>> "Hey, losers." You shout. <<else>> You stand between Robin and the delinquents. <</if>> <br><br> One of them, a <<generatey1>><<person1>><<personcomma>> laughs. "Aww, is this your girlfriend? How cute." <<His>> fist clenches. "Looks like I get to show both of you your place."<br><br> <<click [[Next|Canteen Lunch Fight]]>><<set $fightstart to 1>><</click>><br> :: Canteen Lunch Robin [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<robin>><<person1>> <<if $cool lte 40>> You sit down next to Robin. The other students at the table pick up their food and leave, afraid of being seen with you. Robin doesn't care. "Hey," <<he>> says. <<else>> You sit down next to Robin. "Hey," <<he>> says. <</if>> <<if $pain gte 40>> <<He>> looks concerned. "What's wrong?" <<He>> puts <<his>> arms around you. "It's okay, I think I have a tissue." You feel a bit better.<<set $pain -= 20>> <<elseif $rng gte 91>> "How was maths? I wish I was better at it." <<elseif $rng gte 81>> "I'm having a good day today." <<elseif $rng gte 71>> "I heard the funniest joke." <<elseif $rng gte 61>> <<if $stress gte 6000>> "Are you okay? You look a bit stressed out." <<else>> "I hope you're not pushing yourself too hard." <</if>> <<elseif $rng gte 51>> <<if $arousal gte 6000>> "Your face is red. Are you too warm?" <<else>> "I always hope we get to eat together." <</if>> <<elseif $rng gte 41>> "I'm not really hungry today." <<elseif $rng gte 31>> "The food here's better than at the orphanage." <<elseif $rng gte 21>> <<He>> looks happy. "An older <<girl>> said I was <<if $pronoun is "m">>handsome<<else>>pretty<</if>>!" <<elseif $rng gte 11>> "Thank you for sitting with me." <<else>> "I wish the other teachers were more like Doren." <</if>> <br><br> You have a pleasant chat with <<him>> while eating. "I'm going to wait in the classroom," <<he>> says when you're done. "I don't like being late." <<He>> hugs you.<br><br> <<endevent>> <<click [[Next|Canteen]]>><</click>><br> :: Canteen Lunch Fight [nobr] <<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust - 100>> <<set $enemyhealthmax -= 100>> <<set $enemyhealth -= 100>> <<set $enemyanger += 150>> <<npcidlegenitals>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $pain gte 100>> <span id="next"><<click [[Next|Canteen Lunch Fight Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Canteen Lunch Fight Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Canteen Lunch Fight Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Canteen Lunch Fight]]>><</click>></span><<nexttext>> <</if>> :: Canteen Lunch Fight Finish [nobr] <<set $outside to 0>><<set $location to "school">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> <<His>> friends laugh, "Did this little shit just make you cum?"<br><br> "N-no," <<he>> says, <<his>> face turning red. The other delinquents find it so amusing they forget about Robin.<br><br> <<endevent>><<robin>><<person1>> Robin's arms wrap around you from behind. "You saved me," <<he>> says. "My hero." You feel your face flush too. You sit and chat with Robin while you eat. "I'm going to wait in the classroom." <<He>> says when you finish. "I don't like being late."<<ltrauma>><<lstress>><<ltrauma20>><<lstress20>><<pass20>><br><br> <<clotheson>> <<endcombat>> <<elseif $enemyhealth lte 0>> "Ow, that hurt," <<he>> says. "I think I need the nurse." <<His>> friends follow and tease <<him>> as <<he>> leaves the canteen. <<tearful>> you stand tall and triumphant.<<ltrauma>><<lstress>><<gcool>><<ltrauma60>><<lstress60>><<gcool1>><br><br> <<endevent>><<robin>><<person1>> Robin's arms wrap around you from behind. "You saved me," <<he>> says. "My hero." You feel your face flush. You sit and chat with Robin while you eat. "I'm going to wait in the classroom." <<He>> says when you finish. "I don't like being late."<<ltrauma>><<lstress>><<ltrauma20>><<lstress20>><<pass20>><br><br> <<clotheson>> <<endcombat>> <<else>> You fall to the ground, too hurt to continue fighting. "That's right," the <<person1>><<person>> says. "Get on the ground like the bitch you are." <<He>> and <<his>> friends laugh their way from the canteen.<<lcool>><<lcool10>><br><br> <<endevent>><<robin>><<person1>> Robin's arms wrap around you from behind. "You saved me," <<he>> says. "My hero." You feel your face flush. You sit and chat with Robin while you eat. "I'm going to wait in the classroom." <<He>> says when you finish. "I don't like being late."<<ltrauma>><<lstress>><<ltrauma20>><<lstress20>><<pass20>><br><br> <<clotheson>> <<endcombat>> <</if>> <br><br> <<click [[Next|Canteen]]>><</click>> :: Robin's Lemonade [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<if $robinlemonadeintro isnot 1>><<set $robinlemonadeintro to 1>> <<robin>><<person1>>You see Robin stood behind <<his>> lemonade stand. <<He>> waves when <<he>> sees you.<br><br> "Hey," <<he>> says as you draw close. <<He>> beams. "It's nice to see you. I want you to try my lemonade." <<He>> mixes together water, lemon juice and sugar and hands you the glass. "On the house." It's very sweet.<br><br> <<else>> <<robin>><<person1>>You see Robin stood behind <<his>> lemonade stand. <<He>> waves when <<he>> sees you.<br><br> <</if>> <<endevent>> <<click [[Offer help (0:30)|Robin's Lemonade Help]]>><<set $robinlove += 1>><<pass30>><</click>><<glove>><br> <<click [[Leave|Beach]]>><<endevent>><</click>><br> :: Robin's Lemonade Help [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<robin>><<person1>> <<if $hour gte 17>> "I'd like help carrying my stuff home," Robin says. "People don't buy much lemonade once it's this late.<br><br> You walk with Robin back to the orphanage.<br><br> <<endevent>> <<click [[Next|Orphanage]]>><</click>><br> <<else>> <<He>> smiles. <<if $rng gte 61>> <<if $robinsignintro isnot 1>><<set $robinsignintro to 1>> <<He>> crouches behind the stand, and emerges holding a sign. It has "Robin's Lemonade" written on it, with directions beneath. "Could you walk across the beach carrying this? More customers would help a lot."<br><br> <<else>> "Could you advertise my stand again? It really helped last time."<br><br> <</if>> You take the sign and walk down the beach.<br><br> You see people read the sign, but don't know if any are convinced by it.<<famebusiness1>><br><br> <<click [[Keep trying|Robin's Lemonade Sign]]>><</click>><br> <<if $promiscuity gte 15>> <<click [[Flirt with potential customers|Robin's Lemonade Flirt]]>><<famebusiness1>><</click>><<promiscuous2>><br> <</if>> <<elseif $rng gte 21>> "I need more water. I go through it so quickly. I don't like asking because it's heavy, but could you buy some more? You'll need to go to the High Street to find it cheap. They charge too much nearby." <<He>> hands you £2. "That's enough for a large bottle."<br><br> As you leave the beach you see a shop selling large bottles of water. Robin was right, it's expensive here. It would be much harder to carry the water all the way from the High Street though.<br><br> <<click [[Go to the High Street|Robin's Lemonade High]]>><</click>><br> <<if $money gte 2000>> <<click [[Buy water with your own money (£20)|Robin's Lemonade Buy]]>><<set $money -= 2000>><</click>><br> <</if>> <<set $skulduggerydifficulty to 200>> <<click [[Steal the water|Robin's Lemonade Steal]]>><<crime20>><</click>><<skulduggerydifficulty>><<crime>><br> <<if $promiscuity gte 15>> <<click [[Flirt for cheaper water|Robin's Lemonade Seduction]]>><</click>><<promiscuous2>><br> <</if>> <<else>> "I have everything I need. You're welcome to stay though. I would like the company."<br><br> You keep Robin company while <<he>> runs the stand, and chat with <<him>> while there are no customers.<<set $robinlove += 1>><<glove>><<ltrauma>><<lstress>><<ltrauma30>><<lstress30>><br><br> <<set $danger to random(1, 10000)>><<set $dangerevent to 0>> <<if $danger gte (9900 - $allure)>> <<endevent>><<generate1>><<generate2>><<person1>>A <<person>> and <<person2>><<personcomma>> both dressed in police uniforms, approach the stand. "Welcome," Robin begins. "One pound for fresh-"<br><br> "Shush," <<person1>>the <<person>> interrupts. "We're here to see your permit."<br><br> "P-permit?" Robin asks.<br><br> "That's right. Don't tell me you don't have one?"<br><br> "I don't think the kid has one," the <<person2>><<person>> says. "That's twenty years in prison, easy." The colour drains from Robin's face.<br><br> "Yeah," the <<person1>><<person>> says. "Or we can fine you £100. Up to you."<br><br> Robin starts counting out the money with shaking hands.<br><br> <<click [[Comfort Robin|Robin's Lemonade Comfort]]>><</click>><br> <<if $money gte 10000>> <<click [[Pay for Robin|Robin's Lemonade Pay]]>><<set $money -= 10000>><<set $robinpolicepay to 1>><<famegood3>><</click>><br> <</if>> <<if $promiscuity gte 35>> <<click [[Offer your body|Robin's Lemonade Offer]]>><<famegood3>><<set $robinpolicebody to 1>><</click>><br> <</if>> <<if $submissive lte 500>> <<click [[Intimidate|Robin's Lemonade Intimidate]]>><<set $submissive -= 1>><</click>><<defianttext>><br> <</if>> <<else>> "Thank you for spending time with me," <<he>> says after a while.<br><br> <<endevent>> <<click [[Offer help (0:30)|Robin's Lemonade Help]]>><<set $robinlove += 1>><<pass30>><</click>><<glove>><br> <<click [[Leave|Beach]]>><</click>><br> <</if>> <</if>> <</if>> :: Robin's Lemonade Sign [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<generate2>><<person2>> You walk to the other end of the populated part of the beach, and then back to Robin. <<Hes>> servicing a <<personstop>><br><br> "That'll be one pound please."<br><br> "Thanks," the <<person>> says. "You interested in making a little extra? I know a quiet place we could go."<br><br> Robin looks confused. "But I need my stand in a busy place so people can see it. Thanks for trying to help though."<br><br> "No," the <<person>> says. "You know what, forget it."<br><br> Robin notices you as the <<person>> leaves.<<person1>> "Business has improved a lot." <<He>> says. "Thank you."<br><br> <<endevent>> <<click [[Offer help (0:30)|Robin's Lemonade Help]]>><<set $robinlove += 1>><<pass30>><</click>><<glove>><br> <<click [[Leave|Beach]]>><</click>><br> :: Robin's Lemonade Flirt [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<set $seductiondifficulty to 4000>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> <<promiscuity2>><br><br> <<if $seductionrating gte $seductionrequired>> You decide to be more assertive, flirting with potential customers and disarming them with charm. When you return to Robin there's a queue. <<He>> smiles at you.<br><br> "I don't know how you did it, but thank you." <<He>> kisses you on the cheek.<<glove>><<set $robinlove += 1>><<ltrauma>><<lstress>><<ltrauma30>><<lstress30>><br><br> <<endevent>> <<click [[Offer help (0:30)|Robin's Lemonade Help]]>><<set $robinlove += 1>><<pass30>><</click>><<glove>><br> <<click [[Leave|Beach]]>><</click>><br> <<else>> <<generate2>><<person2>> You turn on the charm, but still can't get anyone interested. You return to Robin. <<Hes>> servicing a <<personstop>><br><br> "That'll be one pound please."<br><br> "Thanks," the <<person>> says. "You interested in making a little extra? I know a quiet place we could go."<br><br> Robin looks confused. "But I need my stand in a busy place so people can see it. Thanks for trying to help though."<br><br> "That's not what I-," the <<person>> says. "You know what, forget it."<br><br> Robin notices you as the <<person>> leaves.<<person1>>"Business has improved a lot." <<He>> says. "Thank you."<br><br> <<endevent>> <<click [[Offer help (0:30)|Robin's Lemonade Help]]>><<set $robinlove += 1>><<pass30>><</click>><<glove>><br> <<click [[Leave|Beach]]>><</click>><br> <</if>> :: Robin's Lemonade High [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> You walk to the High Street and buy a large bottle of water. You return to the beach. Robin waves at you. "Thank you. I'd need to close the stand if not for you." <<He>> hugs you.<br><br> <<endevent>> <<click [[Offer help (0:30)|Robin's Lemonade Help]]>><<set $robinlove += 1>><<pass30>><</click>><<glove>><br> <<click [[Leave|Beach]]>><</click>><br> :: Robin's Lemonade Buy [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> You buy four large bottles of water and haul them back to Robin. Their weight makes it slow going as you need to take frequent breaks, but it's not too far. Robin rushes over to help when <<he>> sees you. "How did you-" <<he>> pauses. "You can't have carried these all that way."<br><br> "I found it discounted at a closer shop," you say.<br><br> "You're so good with money. Thank you." You quietly leave the £2 <<he>> gave you on the stand.<<set $robinlove += 1>><<glove>><br><br> <<endevent>> <<click [[Offer help (0:30)|Robin's Lemonade Help]]>><<set $robinlove += 1>><<pass30>><</click>><<glove>><br> <<click [[Leave|Beach]]>><</click>><br> :: Robin's Lemonade Steal [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<endevent>><<generate1>><<person1>> <<skulduggerycheck>> <<if $skulduggerysuccess is 1>> You enter the shop and start loading up a trolley with large bottles of water. Once done, you pretend to browse and wait. A talkative customer strikes up a conversation with the <<person>> behind the counter, giving you your chance. You push the trolley from the shop.<br><br> <<endevent>><<robin>><<person1>> You keep pushing it all the way back to Robin. <<His>> eyes widen when <<he>> sees you. "I've never thought of that," <<he>> says. "You're so clever." You quietly leave the £2 <<he>> gave you on the counter.<<set $robinlove += 1>><<glove>><br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> <<endevent>> <<click [[Offer help (0:30)|Robin's Lemonade Help]]>><<set $robinlove += 1>><<pass30>><</click>><<glove>><br> <<click [[Leave|Beach]]>><</click>><br> <<else>> You enter the shop and start loading up a trolley with large bottles of water. Once done, you pretend to browse and wait. A talkative customer strikes up a conversation with the <<person>> behind the counter, giving you your chance. You push the trolley from the shop.<br><br> An arm grabs your shoulder. It's the <<personstop>> "You little shit. I'll teach you to steal from me."<br><br> <<if $skulduggery lte ($skulduggerydifficulty + 100)>> <<skulduggeryskilluse>> <<else>> <span class="blue">That was too easy. You didn't learn anything.</span><br><br> <</if>> <<click [[Next|Robin's Lemonade Steal Molestation]]>><<set $molestationstart to 1>><</click>><br> <</if>> :: Robin's Lemonade Seduction [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<endevent>><<generate1>><<person1>> <<set $seductiondifficulty to 6000>> <<seductioncheck>><br><br> <span class="gold">You feel more confident in your powers of seduction.</span><<seductionskilluse>><br><br> <<promiscuity2>><br><br> <<if $seductionrating gte $seductionrequired>> You lean on the counter in a nearby shop. A <<person>> stands behind it. You look <<him>> in the eyes and smile playfully. "I'm really thirsty," you say. "I need several large bottles of water, but I have no money." You lower your voice. "Maybe there's some other way I can pay?"<br><br> <<He>> walks to the door and locks it. "Alright, whore. Show me what you can do."<br><br> <<click [[Next|Robin's Lemonade Steal Molestation]]>><<set $sexstart to 1>><</click>><br> <<else>> You lean on the counter in a nearby shop. A <<person>> stands behind it. You look <<him>> in the eyes and smile playfully. "I'm really thirsty," you say. "I need several large bottles of water, but I have no money." You lower your voice. "Maybe there's some other way I can pay?"<br><br> <<He>> doesn't look impressed. "I can't give away shit to every slut who comes in here. Pay up or piss off."<br><br> <<endevent>><<robin>><<person1>> <<click [[Go to the High Street|Robin's Lemonade High]]>><</click>><br> <<if $money gte 2000>> <<click [[Buy water with your own money (£20)|Robin's Lemonade Buy]]>><<set $money -= 2000>><</click>><br> <</if>> <</if>> :: Robin's Lemonade Steal Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $enemyanger += 150>> <<set $rescue to 1>> <<elseif $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Robin's Lemonade Steal Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Robin's Lemonade Steal Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $rescue is 1 and $alarm is 1>> <span id="next"><<click [[Next|Robin's Lemonade Steal Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Robin's Lemonade Steal Molestation]]>><</click>></span><<nexttext>> <</if>> :: Robin's Lemonade Steal Molestation Finish [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "You can have the water," <<he>> says. "Fair price for a whore."<br><br> <<elseif $enemyhealth lte 0>> "Fucking <<bitchcomma>>" <<he>> says. "Keep your damn water. You'll get yours." <<He>> hobbles away.<br><br> <<else>><<set $rescued += 1>> Your cry attracts attention. Heads turn up and down the street. The <<person>> backs away from you, aware of how this must look. "Fucking <<bitchcomma>>" <<he>> says. "Keep your damn water. You'll get yours."<br><br> <</if>> <<clothesontowel>> <<endcombat>> <<robin>><<person1>> <<tearful>> you walk back to Robin, who rushes over to help when <<he>> sees you. "How did you-" <<he>> pauses. "You can't have carried these all that way."<br><br> <<if $pain gte 40>> <<He>> sees your tears. "What's wrong?" <<he>> asks, putting <<his>> arms around you. You sob into <<his>> shoulder and feel a little better.<<lpain>><<set $pain -= 20>><br><br> <</if>> "I found it discounted at a closer shop," you say.<br><br> "You're so good with money. Thank you." You quietly leave the £2 <<he>> gave you on the stand.<<set $robinlove += 1>><<glove>><br><br> <<endevent>> <<click [[Offer help (0:30)|Robin's Lemonade Help]]>><<set $robinlove += 1>><<pass30>><</click>><<glove>><br> <<click [[Leave|Beach]]>><</click>><br> :: Robin's Lemonade Comfort [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<endevent>><<robin>><<person1>> You put your arm around Robin's shoulders, which steadies <<him>> a bit. The crooked police take the money and leave.<br><br> Once they're gone, Robin bursts into tears and buries <<his>> head in your shoudler. "W-what am I going to do?" <<he>> sobs. You hold <<him>> tight until <<he>> calms down. "Th-thank you."<br><br> <<endevent>> <<click [[Offer help (0:30)|Robin's Lemonade Help]]>><<set $robinlove += 1>><<pass30>><</click>><<glove>><br> <<click [[Leave|Beach]]>><</click>><br> :: Robin's Lemonade Pay [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<endevent>><<robin>><<person1>> "I'll pay," you say. Robin shakes <<his>> head, but can't seem to form words. You gently push <<him>> aside and hand your money to the police.<br><br> Once they're gone, Robin bursts into tears and buries <<his>> head in your shoudler. "I-I," <<he>> sobs. "I was so scared. Thank you." <<He>> calms down a bit <<he>> puts the money back beneath the stand.<br><br> <<endevent>> <<click [[Offer help (0:30)|Robin's Lemonade Help]]>><<set $robinlove += 1>><<pass30>><</click>><<glove>><br> <<click [[Leave|Beach]]>><</click>><br> :: Robin's Lemonade Offer [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> You gently push Robin to the side and lean forward. "Wouldn't you rather have some fun with me?" you whisper. They smile. "Sure," the <<person1>><<person>> says. "That'd work."<br><br> Robin looks confused. "I'm going to work this out with them," you say. "I'll be back later."<br><br> Robin hugs you. "Okay. See you soon."<br><br> You walk off the beach with the police. Their car is parked in a nearby alley. "Get in," the <<person2>><<person>> says. You climb in the back seat and <<he>> follows close behind. The <<person1>><<person>> gets in on the other side.<br><br> <<click [[Next|Robin's Lemonade Offer Molestation]]>><<set $molestationstart to 1>><</click>><br> :: Robin's Lemonade Intimidate [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> You clench your fists in anger. "What would your superior think about you shaking down lemonade stands?"<br><br> The <<person1>><<person>> laughs. "Don't pretend anyone cares." <<He>> looks back at Robin. "Pay up!" <<He>> snaps, making Robin jump in fright.<br><br> "And I'm sure you've been giving them their cut, right?" The <<person2>><<person>> looks nervous.<br><br> "Shut up, slut," the <<person1>><<person>> says, but the <<person2>><<person>> turns to <<person1>><<himstop>> "This sounds like a headache. I think we leave this one."<br><br> "Fine," the <<person>> snarls. <<He>> looks at you. "I'll remember your face."<br><br> <<endevent>><<robin>><<person1>> Robin bursts into tears and buries <<his>> head in your shoulder. "I-I," <<he>> sobs. "I was so scared. Thank you." Once <<he>> calms down a bit <<he>> puts the money back beneath the stand.<br><br> <<endevent>> <<click [[Offer help (0:30)|Robin's Lemonade Help]]>><<set $robinlove += 1>><<pass30>><</click>><<glove>><br> <<click [[Leave|Beach]]>><</click>><br> :: Robin's Lemonade Offer Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $enemytrust -= 50>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Robin's Lemonade Offer Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Robin's Lemonade Offer Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Robin's Lemonade Offer Molestation]]>><</click>></span><<nexttext>> <</if>> :: Robin's Lemonade Offer Molestation Finish [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "Cheaper than the brothel," the <<person1>><<person>> says. <<He>> opens the car door. "Go back to your friend."<br><br> <<elseif $enemyhealth lte 0>> You knock the <<person1>><<person>> into the brake. The car starts to roll out into the road, and they both scramble to fix it. You seize the opportuinity and escape.<<crime>><<crime100>><br><br> <</if>> <<clothesontowel>> <<endcombat>> <<robin>><<person1>> <<tearful>> you walk back to Robin. <<He>> runs up to you when <<he>> sees you.<br><br> <<if $pain gte 40>> <<He>> sees your tears and hugs you. <<else>> <<He>> hugs you. <</if>> "I hope they didn't hurt you," <<he>> says.<br><br> "N-no," you say. "Everything's fine."<<set $robinlove += 1>><<glove>><br><br> <<endevent>> <<click [[Offer help (0:30)|Robin's Lemonade Help]]>><<set $robinlove += 1>><<pass30>><</click>><<glove>><br> <<click [[Leave|Beach]]>><</click>><br> :: Robin's Lemonade Set [nobr] <<set $outside to 1>><<set $location to "beach">><<effects>> You help Robin carry <<his>> equipment to the beach. "Thank you for the help," <<he>> says. "It's hard carrying it all on my own." <<He>> starts juicing lemons.<br><br> <<endevent>> <<click [[Offer help (0:30)|Robin's Lemonade Help]]>><<set $robinlove += 1>><<pass30>><</click>><<glove>><br> <<click [[Leave|Beach]]>><<endevent>><</click>><br> :: Bed Robin Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 500>><<npckiss>><<npcexpose>><<set $speechdisable to 1>> <<endif>> <<set $enemyanger to 0>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Bed Robin Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Bed Robin Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Bed Robin Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Bed Robin Sex]]>><</click>></span><<nexttext>> <</if>> :: Bed Robin Sex Finish [nobr] <<set $outside to 0>><<set $location to "home">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $robinlust -= 20>> Robin clings to you and smiles.<br><br> <<elseif $enemyhealth lte 0>> "Ow!" Robin says. <<Hes>> still smiling.<br><br> <<elseif $finish is 1>> Robin clings to you and smiles.<br><br> <</if>> <<robin>><<person1>> <<He>> gazes into your eyes. "I love you." <<He>> kisses you again. <<if $penisfucked is 1>> "It feels so good to have you inside me." <<elseif $vaginafucked is 1>> "It feels so good inside you." <</if>> <<His>> eyes shut, and <<he>> falls into a gentle sleep. <br><br> <<endcombat>> <<click [[Next|Bed]]>><</click>><br> :: Robin Room Bed [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<He>> blushes and looks away. "Y-yes," <<he>> says. "You can stay."<br><br> <<uppernaked>><<lowernaked>><<undernaked>> <<He>> turns off the light and you hear <<him>> shuffle around. Probably undressing. You undress yourself, and climb into the bed. <<He>> climbs in beside you. <br><br> <<He>> rolls over and hugs you. Your heart races as you feel <<his>> bare body against yours.<br><br> <<click [[Next|Robin Room Bed Sex]]>><<set $sexstart to 1>><</click>><br> :: Robin Room Bed Sex [nobr] <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust + 500>><<npcexpose>><<set $speechdisable to 1>> <<endif>> <<set $enemyanger to 0>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $finish is 1>> <span id="next"><<click [[Next|Robin Room Bed Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Robin Room Bed Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Robin Room Bed Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Robin Room Bed Sex]]>><</click>></span><<nexttext>> <</if>> :: Robin Room Bed Sex Finish [nobr] <<set $outside to 0>><<set $location to "home">><<schooleffects>><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> Robin clings to you and smiles.<br><br> <<elseif $enemyhealth lte 0>> "Ow!" Robin says. <<Hes>> still smiling.<br><br> <<elseif $finish is 1>> Robin clings to you and smiles.<br><br> <</if>> <<He>> gazes into your eyes. "I love you." <<He>> kisses you again. <<if $penisfucked is 1>> "It feels so good to have you inside me." <<elseif $vaginafucked is 1>> "It feels so good inside you." <</if>> <<His>> eyes shut, and <<he>> falls into a gentle sleep. <br><br> <<clotheson>> <<endcombat>> <<pass60>> <<robin>><<person1>> You lie with Robin, feeling <<him>> breathe beside you. After a time, you leave the bed and sneak back to your room.<br><br> <<click [[Next|Bedroom]]>><<endevent>><</click>><br> :: Robin Play Apologise Lewd [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> "I'm sorry," you say. "Let me make it up to you."<br><br> You lift <<his>> shirt and kiss <<his>> tummy. <<Hes>> on guard, expecting another attack. You work your way up <<his>> abdomen, planting kisses as you go. When you reach <<his>> chest you lick <<his>> nipple. <<He>> squirms, but doesn't say anything. You tease <<his>> nipple with more persistence. <<He>> gasps and falls back onto the bed.<br><br> You climb on top of <<himcomma>> still licking. You feel <<his>> heart beat beneath you and listen to <<his>> sweet and heavy breathing. When you pull away you see <<his>> eyes are shut. <<He>> lies there a few moments before opening them.<<promiscuity1>> <<robinoptions>> :: Robin Hug [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $robinroomentered is 1>> <<if $trauma gte ($traumamax / 7) * 3 or $stress gte ($stressmax / 7) * 5>> You desperately cling to Robin with your entire body and almost wind up pulling <<him>> down to the bed. Robin seems to be somewhat startled by this. <<elseif $trauma gte ($traumamax / 7) * 2 or $stress gte ($stressmax / 7) * 3>> You cling to Robin’s shoulders and bury your head in <<his>> back. Robin doesn’t seem to know what to make of this. <<elseif $trauma gte ($traumamax / 7) * 1 or $stress gte ($stressmax / 7) * 1>> You wrap your arms around Robin from behind and rest your head against <<his>> shoulder. Robin doesn’t seem to know what to make of this. <<else>> You happily take Robin in your arms. <<He>> doesn’t seem to know what to make of this. <</if>> <<else>> <<if $trauma gte ($traumamax / 7) * 3 or $stress gte ($stressmax / 7) * 5>> You lose control of yourself and throw yourself into Robin’s chest, tackling <<him>> to the bed and clinging tightly to <<his>> body. Robin seems stunned by this.<<set $robinstunned to 1>> <<elseif $trauma gte ($traumamax / 7) * 2 or $stress gte ($stressmax / 7) * 3>> You cling tightly to Robin’s chest, nearly tackling <<him>> to the bed. Robin seems to be somewhat startled by this. <<elseif $trauma gte ($traumamax / 7) * 1 or $stress gte ($stressmax / 7) * 1>> You wrap your arms around Robin’s shoulders and bury your head in <<his>> neck. Robin doesn’t seem to know what to make of this. <<else>> You happily saunter over to Robin and take <<him>> in your arms. <<He>> doesn’t seem to know what to make of this. <</if>> <</if>> <br><br> <<robinhug>> :: Robin Hug Break [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $robinlove gte 80 and $robinhugbreak gte 1>> You cling tightly to Robin and nearly tackle <<him>> to the bed as you whimper and cry loudly.<br><br> “Wh-what’s wrong!?” Robin yells, horrified at your behavior. “Oh no, something happened again, didn’t it?” <<He>> hugs you back, doing <<his>> best to give comfort as you unload everything that happened to you.<br><br> “This is really bad!” Robin declares with a serious face. “We need to tell somebody!” Robin has a far-off expression as <<he>> tries to soothe you.<br><br> <br><br> <<robinhug>> <<elseif $robinlove gte 80>><<set $robinhugbreak to 1>> You cling tight to Robin and nearly tackle <<him>> to the bed as you whimper and cry loudly. <br><br> “Wh-what’s wrong!?” Robin yells, horrified at your behavior. <<He>> wraps <<his>> arms around you, looking like <<he>> is on the verge of a panic attack as <<he>> tries to figure out how to respond to your distress. <br><br> “Th-that’s awful!” Robin responds with a horrified face. “This… we’ve got to tell somebody!” <<He>> says, stroking your back as <<he>> gives more soothing promises about how to deal with the problem. <br><br> <<robinhug>> <<elseif $robinlove gte 40 and $robinhugbreak gte 1>> You cling tight to Robin and nearly tackle <<him>> to the bed as you whimper and cry loudly. <br><br> “Wh-what’s wrong!?” Robin yells, horrified at your behavior. “Not again! What happened!?” <<He>> hugs you back, doing <<his>> best to comfort you as you unload everything that happened to you. <br><br> “This is really bad!” Robin declares, looking serious. “We really do need to tell somebody!” Robin has a far-off expression as <<he>> tries to soothe you. <br><br> <<robinhug>> <<elseif $robinlove gte 40>><<set $robinhugbreak to 1>> You cling tight to Robin and nearly tackle <<him>> to the bed as you whimper and cry loudly. <br><br> “Wh-what’s wrong!?” Robin yells, horrified at your behavior. <<He>> wraps <<his>> arms around you and looks uneasily about the room, but <<he>> allows you to continue. <<He>> tries to soothe you as you manage to talk past your tears and unload everything that has happened to you. <br><br> “Th-that’s awful!” Robin responds with a horrified face. “This… we’ve got to tell somebody!” <<He>> tries to struggle out of your grip, but you cling tight to <<himstop>> Eventually, <<he>> relents and stays until you finish crying. <br><br> <<robinhug>> <<else>><<set $robinhugbreak to 1>> You cling tight to Robin and nearly tackle <<him>> to the bed as you whimper and cry. <br><br> “Wh-what’s wrong!?” Robin yells, horrified at your behavior. You are ashamed to show this kind of face to <<himcomma>> but you have been pushed too far. There is no putting you back together at this point. <br><br> Robin struggles out of your grip and stands up. “W-wait here! I’ll go get someone to help!” With that, <<he>> runs from the room, leaving you feeling abandoned. You trusted <<him>> to show your vulnerable side, and now <<hes>> probably about to bring Bailey in here to see you in this state. <br><br> <<click [[Stay|Robin Hug Break 2]]>><<set $phase to 1>><<gtrauma60>><<gstress60>><<set $robinlove += 1>><</click>><<gtrauma>><<gstress>><<glove>><br> <<click [[Go to your room (0:05)|Robin Hug Break 2]]>><<pass5>><<set $phase to 2>><<set $robinlove -= 1>><</click>><<llove>><br> <<click [[Run away|Robin Hug Break 2]]>><<set $phase to 0>><<set $robinlove -= 1>><</click>><<llove>><br> <</if>> :: Robin Hug Break 2 [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $phase is 0>> You can’t be in here when Robin comes back with Bailey. You manage to gather yourself, pick yourself up and dash full-long right out of the building. <br><br> <<endevent>> <<click [[Next|Domus Street]]>><</click>><br> <<elseif $phase is 1>> You curl up into a fetal position and place your hands over your face as you continue to sob. A few minutes later you hear someone come stomping in, and you are pulled up to a sitting position by your hair. <br><br> <<endevent>><<bailey>><<person1>> “What the hell is your problem!?” Bailey growls at you. <<He>> looks you over with a harsh gaze and then slaps you across the face. “Shut up. You got this kid worried enough to bother me. I'm not wasting my time with you.” <br><br> “Stop bothering me with useless crap.” Bailey says to Robin as <<he>> barges from the room. <br><br> <<endevent>><<robin>><<person1>> Robin rushes over to you and holds your arm. <<He>> stares out the door in disbelief as you gather yourself. You are disgusted by the whole scenario and run back to your room. <br><br> <<endevent>> <<click [[Next|Bedroom]]>><</click>><br> <<else>> You can’t be in here when Robin comes back with Bailey. You gather yourself and make it back to your own room. By the time you get there your frantic tears have calmed to light crying. <br><br> Around five minutes later you hear the sound of someone knocking on your door. It’s Robin. <<He>> asks if you are in there, but does not wait for an answer and opens the door on <<his>> own. <br><br> “There you are!” <<he>> says, running in. “Bailey yelled at me when you weren’t in my room. What happened?” <br><br> <<click [[Complain (0:05)|Robin Hug Break 3]]>><<set $phase to 0>><<pass5>><<lstress60>><</click>><<lstress>><br> <<click [[Blame (0:05)|Robin Hug Break 3]]>><<set $phase to 1>><<pass5>><<set $robinlove -= 1>><<set $robindom -= 1>><<lstress60>><</click>><<ltrauma>><<lstress>><<llove>><<ldom>><br> <<click [[Persecute (0:05)|Robin Hug Break 3]]>><<set $phase to 2>><<pass5>><<set $robinlove -= 1>><<set $robindom -= 1>><<stress -12>><<trauma -12>><</click>><<lltrauma>><<llstress>><<llove>><<ldom>><br> <<click [[Dismiss|Robin Hug Break 3]]>><<set $phase to 3>><</click>><br> <</if>> :: Robin Hug Break 3 [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $phase is 0>> You give Robin some complaints about the things that have been happening to you, but you don’t trust <<him>> enough to give the full details about what’s really been going on so you are vague about the more significant stuff. <<He>> doesn’t really seem to know how to respond, and winds up ducking out of your room before you even manage to get all the way through your list of issues. <br><br> <<endevent>> <<click [[Next|Bedroom]]>><</click>><br> <<elseif $phase is 1>> You bite back at <<him>> and tell <<him>> it’s <<his>> fault for going to Bailey in the first place, and dismiss <<his>> concerns. You eventually send <<him>> out of your room, still embarrassed about such an episode. <br><br> <<endevent>> <<click [[Next|Bedroom]]>><</click>><br> <<elseif $phase is 2>> You lay into Robin for leaving in the middle of your breakdown and getting Bailey. You yell at <<him>> and chew <<him>> out, redirecting all of the unrealized frustrations from your previous breakdown into anger at Robin for doing something so stupid. <<He>> leaves your room in tears. <br><br> <<endevent>> <<click [[Next|Bedroom]]>><</click>><br> <<else>> You shrug off Robin and refuse to speak to <<him>>. Eventually, <<he>> takes the hint and leaves. <br><br> <<endevent>> <<click [[Next|Bedroom]]>><</click>><br> <</if>> :: Robin Hug Cry [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $robinlove gte 80 and $robincrycount gte 5>> <<if $robincrycount is undefined>><<set $robincrycount to 1>><<else>><<set $robincrycount += 1>><</if>> Robin seems to already realize something is wrong and wraps <<his>> arms around you, <<he>> doesn’t ask what’s going on, but just quietly soothes you with gentle words as <<he>> rubs <<his>> hands on your back. As <<he>> tries to soothe you, you regain the ability to talk past your tears and begin unloading all of the troubles that have happened to you recently. <<elseif $robinlove gte 60 and $robincrycount gte 1>> <<if $robincrycount is undefined>><<set $robincrycount to 1>><<else>><<set $robincrycount += 1>><</if>> Robin seems stunned for a moment, but soon adapts to the situation and wraps <<his>> arms around you. <<elseif $robinlove gte 40>> Robin seems stunned for a moment when <<he>> notices you crying. After a little while <<he>> gently but uneasily hugs you back and lets you stay like that until you finish crying. <<elseif $robinlove gte 20>> “Umm…” Robin responds as <<he>> sees you cry on <<his>> shoulder. <<He>> seems uncertain about how to respond, but <<he>> strokes your hair. <<else>> You cry silently into Robin’s shoulder. <<He>> seems uncomfortable with this, but doesn’t stop you. <</if>> <br><br> <<robinhug>> :: Robin Hug Complain [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $trauma gte ($traumamax / 7) * 3>> You complain about some of your recent worries. Robin listens to what you have to say but you hold back on some of the more significant happenings. Despite that, just talking about the little things is enough to make life feel a little easier to deal with. <br><br> <<robinhug>> <<else>> You complain about some of your recent worries. Robin listens to what you have to say and the experience makes it all a little easier to deal with. <br><br> <<robinhug>> <</if>> :: Robin Hug Cuddle [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> You snuggle a bit with Robin and <<he>> seems to be happy enough to wrap <<his>> arms around you and cuddle back. <br><br> <<robinoptions>> :: Robin Complain [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> You are feeling irritated about your day, so you begin unloading your emotional stress onto Robin, venting and complaining about the little things that bug you. You leave the bigger things off the table though, you don’t really want Robin knowing about that stuff. Robin listens politely. <br><br> <<robinoptions>> :: Robin Blame [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $robinpolicebody is 1>> You are feeling irritated at Robin, so you tell <<him>> what you think about having to do what you did with those police. You don’t give any details, but you make it clear you are sore about it and don’t want to have to do that again. <<He>> hangs <<his>> head and nods. <br><br> <<robinoptions>> <<elseif $robinpolicepay is 1>> You are feeling irritated at Robin, so you tell <<him>> what you think about having to pay for <<him>> not having a permit. <<He>> hangs <<his>> head and nods. <br><br> <<robinoptions>> <<elseif $rng gte 51>> You are feeling irritated at Robin, so you tell <<him>> what you think about <<his>> taste in video games. It’s kinda petty, but it makes you feel better. <<Hes>> annoyed, but doesn't argue back. <br><br> <<robinoptions>> <<else>> You are feeling irritated at Robin, so you tell <<him>> what you think about <<him>> being so naive about things. You kinda make fun of <<him>> a little. <<Hes>> annoyed, but doesn't argue back. <br><br> <<robinoptions>> <</if>> :: Robin Persecute [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $robinpolicebody is 1>> You said you were fine with it earlier, but ever since you paid off those cops with your body you have been winding tighter and tighter. You begin unloading on Robin and chewing <<him>> out about not having a permit, and when you are done with that you begin finding every little fault of <<his>> you can possibly dig at <<him>> about. <<He>> doesn't complain, but is in tears by the end of it. <br><br> <<robinoptions>> <<else>> You've been through a lot. You know none of this is Robin’s fault exactly, but you go after <<him>> anyway and chew <<him>> out about every little thing you can think of. <<He>> tears up, but doesn't complain. <br><br> <<robinoptions>> <</if>> :: Robin Money [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> <<if $robinpaid isnot 1>> <<if $robinmoney lte 200>> “Well… umm… sorry but, I need it.” <<He>> looks ashamed.<br><br> <<if $submissive gte 500>> <<click [[Demand the money|Robin Money Demand]]>><<set $submissive -= 1>><<set $robindebt += 1>><<set $robinlove -= 1>><<set $robindom -= 1>><</click>><<llove>><<ldom>><br> <</if>> <<robinoptions>> <<else>> “Uhh… sure.” <<he>> says, reaching into <<his>> drawer, pulling out the money then counting it out for you. You make £100.<<set $money += 10000>><<set $robinmoney -= 100>><br><br> <<robinoptions>> <</if>> <<else>> <<if $robinmoney lte 0>> “I.. I’m sorry, is Bailey really asking for a lot? I’m sorry, I’ve given you everything I earned already.”<br><br> <<robinoptions>> <<else>> “Y-yeah, Okay.” <<he>> says. <<He>> gets out the money and hands it to you. <<He>> looks a little torn. “I-I guess Bailey’s demands are a little harsh, huh? I-I’m sorry you have to pay for me too.” You make £$robinmoney.<br><br> <<set $money += ($robinmoney * 100)>><<set $robinmoney to 0>> <<robinoptions>> <</if>> <</if>> :: Robin Money Demand [nobr] <<set $outside to 0>><<set $location to "home">><<effects>> You demand Robin give you the money, <<if $submissive gte 850>> playing all sorts of emotionally manipulative games with <<himstop>> <<else>> and you even threaten <<himstop>> <</if>> Finally, <<he>> relents and gives you the money. You make £$robinmoney. <<He>> looks worried.<<set $money += ($robinmoney * 100)>><<set $robinmoney to 0>><br><br> <<robinoptions>>
fire2244/degrees
game/special-robin.twee
twee
unknown
97,153
:: Bully Detention [nobr] <<effects>> <<pass10>> Whitney drags you along the corridor straight to Leighton's office. <<He>> barges the door open and enters, still clutching your collar. "Good, the perv isn't here yet." <<He>> shoves you beneath a desk and sits down. As soon as you've struggled to your knees <<he>> grabs the back of your hair and forces your face <<if $pronoun is "m">>into <<his>> crotch. <<His>> fly is already open. <<else>>up <<his>> skirt. <<Hes>> not wearing panties. <</if>> <<if $penis isnot "none">> You feel <<his>> penis erect against your cheek. <<else>> <<His>> pussy is already wet. <</if>> <br><br> <<endevent>><<leighton>><<person1>> You hear someone enter the room. "You again," says Leighton. "What was it this time?"<br><br> <<endevent>><<whitney>><<person1>> "I didn't do nothing," Whitney replies. <<He>> yanks your hair beneath the desk and rubs your mouth against <<his>> <<if $penis isnot "none">>penis<<else>>pussy<</if>>.<br><br> <<click [[Lick grudgingly|Bully Detention Oral]]>><<set $phase to 0>><<gtrauma60>><<gstress60>><<set $whitneydom += 1>><<set $submissive += 1>><<set $molestationstart to 1>><</click>><<gtrauma>><<gstress>><<gdom>><br> <<if $promiscuity gte 55>> <<click [[Lick enthusiastically|Bully Detention Oral]]>><<set $phase to 1>><<set $whitneydom += 1>><<set $submissive += 1>><<set $sexstart to 1>><</click>><<promiscuous4>><<gdom>><br> <</if>> <<if $whitneyromance is 1>> <<click [[Lick lovingly|Bully Detention Oral]]>><<set $phase to 2>><<gtrauma60>><<set $whitneydom += 1>><<set $whitneylove += 1>><<set $submissive += 1>><<set $sexstart to 1>><</click>><<promiscuous1>><<gtrauma>><<glove>><<gdom>><br> <</if>> <<click [[Refuse|Bully Detention Refuse]]>><<gstress60>><<detention40>><<set $whitneydom -= 1>><</click>><<gdelinquency>><<gstress>><<ldom>> :: Bully Detention Oral [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<set $enemyanger to 70>> <<if $penis isnot "none">> You try to get away with just licking the tip, but <<he>> shoves your lips against it. <<else>> You try to get away with some light licking, but <<he>> shoves your lips against <<his>> entrance. <</if>> <br><br> <<npcoral>><<set $lefthand to "hair">><<set $righthand to "none">><<set $head to "grappled">><<set $mouth to "none">><<set $enemyhealthmax to 10>><<set $enemyhealth to 10>> <<set $rescue to 1>> <<endif>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<if $phase is 0>><<set $enemyanger to 70>> <<if $penis isnot "none">> You try to get away with just licking the tip, but <<he>> shoves your lips against it. <<else>> You try to get away with some light licking, but <<he>> shoves your lips against <<his>> entrance. <</if>> <<elseif $phase is 1>><<set $enemyanger to 70>> <<if $penis isnot "none">> You tease the base of <<his>> glans with the tip of your tongue.<<promiscuity4>> <<else>> You tease <<his>> clit with the tip of your tongue.<<promiscuity4>> <</if>> <<elseif $phase is 2>><<set $enemyanger to 50>> <<if $penis isnot "none">> You kiss the base of <<his>> penis, and work your up the shaft. <<He>> eases <<his>> rough handling of your hair as you kiss <<his>> glans.<<promiscuity1>> <<else>> You plant quick kisses on <<his>> labia. <<He>> eases <<his>> rough handling of your hair as you kiss <<his>> clit.<<promiscuity1>> <</if>> <</if>> <br><br> <<npcoral>><<set $lefthand to "hair">><<set $righthand to "none">><<set $head to "grappled">><<set $mouth to "none">><<set $enemyhealthmax to 10>><<set $enemyhealth to 10>> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><<man>> Leighton lectures Whitney, unaware of your presence or what you're up to beneath the desk.<br><br> <<stateman>><br> <br> <<if $phase is 2>> <<set $enemyanger to 50>> <<else>> <<set $enemyanger to 70>> <</if>> <<set $enemyarousal += 20>> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Bully Detention Oral Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Bully Detention Oral Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Bully Detention Oral Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Bully Detention Oral Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Bully Detention Oral]]>><</click>></span><<nexttext>> <</if>> :: Bully Detention Refuse [nobr] <<effects>> You keep your mouth shut. Whitney tugs on your hair, making you wince in pain, but you don't relent. <<He>> rubs your face against <<himcomma>> but you endure. <<He>> soon becomes frustrated and shoves you out from under the desk with <<his>> foot. You land on your back, facing up at a shocked Leighton.<br><br> <<endevent>><<leighton>><<person1>> "Well this is a surprise," the headteacher says. "If you're so keen on detention I can oblige. For now though, get out." <<He>> pushes you from the room.<br><br> <<endevent>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> :: Bully Detention Oral Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $whitneylust -= 20>> <<if $penis isnot "none">> <<He>> forces your face into <<his>> crotch, making sure you catch every last drop. <<else>> <<He>> forces your face into <<his>> crotch, making sure you can't breathe until <<hes>> done cumming. <</if>> <br><br> "Y-yes," <<he>> says. "Fuck, yes."<br><br> Leighton isn't amused. The desk above you shakes as the headteacher leans on it. "Keep that up and I'll keep you here all night."<br><br> "Yes," Whitney whispers as <<he>> continues to fill your face. It seems to satisfy Leighton.<br><br> "Good," the headteacher says, stepping towards the door. You hear it open, then slam shut.<br><br> Once alone, Whitney pulls your head up to face <<him>> and looks down at you. "You make a good sex toy," <<he>> says. <<He>> releases your hair and stands up. <<He>> leaves without looking back.<<llust>><br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<elseif $enemyhealth lte 0>> Whitney shouts in pain and kicks you out from under the desk. You land on your back, facing up at a shocked Leighton.<br><br> "Well this is a surprise," the headteacher says. "If you're so keen on detention I can oblige. For now though, get out." You're grabbed by the neck, pulled to your feet and shoved from the room.<<detention40>><<gdelinquency>><br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<elseif $alarm is 1 and $rescue is 1>><<set $rescued += 1>> A pair of hands grab your arms and pull you out from beneath the desk. You face up at a shocked Leighton.<br><br> "Well this is a surprise," the headteacher says. "If you're so keen on detention I can oblige. For now though, get out." You're grabbed by the neck, pulled to your feet and shoved from the room.<<detention40>><<gdelinquency>><br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<else>> Whitney kicks you out from beneath the desk. You face up at a shocked Leighton.<br><br> "Well this is a surprise," the headteacher says. "If you're so keen on detention I can oblige. For now though, get out." You're grabbed by the neck, pulled to your feet and shoved from the room.<<detention40>><<gdelinquency>><br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <</if>> :: Bully Oral [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<He>> forces you to your knees and <<if $pronoun is "m">>unzips <<his>> fly,<<else>>lifts <<his>> skirt,<</if>> revealing <<his>><<if $penis isnot "none">>penis<<else>>pussy<</if>>. "Open wide," <<he>> says. <<His>> friends cheer <<him>> on.<br><br> <<npcoral>><<set $lefthand to "hair">><<set $enemyanger to 70>> <<set $rescue to 1>> <<endif>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> You drop to your knees as <<he>> <<if $pronoun is "m">>unzips <<his>> fly,<<else>>lifts <<his>> skirt,<</if>> revealing <<his>><<if $penis isnot "none">>penis<<else>>pussy<</if>>. "Open wide," <<he>> says. <<His>> friends cheer <<him>> on.<<promiscuity4>><br><br> <<npcoral>><<set $lefthand to "hair">><<set $enemyanger to 70>> <<set $rescue to 1>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Bully Oral Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Bully Oral Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Bully Oral Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Bully Oral Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Bully Oral]]>><</click>></span><<nexttext>> <</if>> :: Bully Oral Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $whitneylust -= 20>> <<His>> friends applaud <<himstop>> "See you later, slut," <<he>> sneers as <<he>> pulls a cigarette from <<his>> shirt pocket.<<llust>> <br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<elseif $enemyhealth lte 0>> Whitney shouts in pain and staggers away from you.<<set $whitneydom -= 1>><<ldom>><br><br> "I've had enough of you," Whitney says, a slight quiver in <<his>> voice. "What are you waiting for you fucks? This slut has wasted enough of our time."<br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<elseif $alarm is 1 and $rescue is 1>> "Stop crying, slut," Whitney says. <<He>> shoves you to the ground. <<He>> starts kicking you, so you curl up and shield your body. The crowd jeers at you. You think some of them get kicks in of their own.<<gpain>><<set $pain += 40>><br><br> You hazard a peek once the kicking stops, and see Whitney and <<his>> friends walking away.<br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <<else>> "Aww," Whitney says. "Has the baby had enough?" <<He>> shoves you to the ground. "Whatever. I was bored anyway." <<He>> and <<his>> friends leave. <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>> <</if>> :: Whitney Abduction [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<set $leftarm to "bound">><<set $rightarm to "bound">> <<whitney>><<person1>>You wake up to cold water drenching your face. Whitney stands above you, holding an empty bucket. Your arms are bound and you're lying in an unfamiliar alley.<br><br> "Wakey wakey," <<he>> says. "I knew if I followed you I'd get my chance." <<He>> bunches <<his>> fists. "They don't respect me any more thanks to you. But that won't be a problem now." A van stops at the end of the alley. Whitney drags you to your feet. "You're going to disappear. So I don't have to see your stupid face ever again. And I'm even going to make some money from it."<br><br> <<generate2>><<generate3>><<person2>> A <<person2>><<person>> and <<person3>><<person>> climb out the van and walk towards you. "Here you go," <<person1>>Whitney says. "One slut, as promised." <<He>> shoves you to the ground in front of <<himstop>><br><br> <<person2>>"Very nice," the <<person>> says, stepping over you. "You're just the boss' type."<br><br> <<person1>>"Let go of me!" Whitney protests as the <<person3>><<person>> grabs <<person1>><<his>> arms. "I'm not the <<girl>> you're getting. That's <<phim>> on the floor."<br><br> <<person2>>"How do I put this," the <<person>> says, before slapping Whitney's face. "Your days of making decisions are over."<br><br> The pair start dragging Whitney towards the van. <<person1>>Whitney struggles and screams. "I said let go. Stop. P-please stop." <<He>> start to sob.<br><br> <<click [[Intervene|Whitney Abduction Intervene]]>><</click>><br> <<click [[Stay out of it|Whitney Abduction Stay]]>><</click>><br> :: Whitney Abduction Intervene [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You scramble to your feet. Your arms are still tied, but you charge at the <<person2>><<personstop>> You run into <<himcomma>> catching <<him>> off guard and knocking <<him>> to the ground.<br><br> The <<person3>><<person>> stares dumbstruck. Whitney struggles free and together you run from the alley.<br><br> <<person1>>You feel safer once in public. Whitney leans against a wall and pants through <<his>> sobs. <<He>> looks at you with a conflicted expression on <<his>> face, then runs away.<br><br> <<set $whitneystate to "rescued">> <<endevent>> <<destinationeventend>> :: Whitney Abduction Stay [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> You lie still on the floor. They open the back of the van and shove the crying Whitney in. The <<person3>><<person>> climbs in after <<person1>> <<himstop>> The <<person2>><<person>> shuts the doors, cutting off the sound of Whitney's cries. <<He>> climbs in the front seat and drives away.<br><br> <<set $whitneystate to "dungeon">> <<endevent>> <<destinationeventend>> :: Bully Pat [nobr] <<effects>> You let <<him>> continue. <<He>> adds <<his>> other hand and starts massaging your scalp. Your body reacts of its own accord, and you shiver with pleasure. <<He>> grips your hair and pulls your face close to <<his>> own, "Don't forget who owns you." <<He>> licks your cheek before shoving you to the ground.<br><br> <<tearful>> you climb to your feet. <<He>> leaves with <<his>> friends.<br><br> <<endevent>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> :: Bully Shake [nobr] <<effects>> You shake <<him>> off. "Aww," <<he>> says. "The little <<girl>> is sensitive. Later loser." <<He>> leaves with <<his>> friends.<br><br> <<endevent>> <<click [[Next|Hallways]]>><<set $eventskip to 1>><</click>><br> :: Bully Top Flaunt [nobr] <<effects>> <<if $uppertype isnot "naked">> You <<pullup>> your $upperclothes. <<else>> Whitney stands back to observe your exposed <<breastsstop>> <</if>> <br><br> <<if $playergenderappearance is "m">> "Nice," <<he>> says as you turn to give everyone a view of your chest. "You know how to give a show." <<elseif $breastsize lte 2>> "<<pShes>> so small!" <<he>> exclaims. You cover your nipples with your fingers, but turn to give everyone a good view of your <<breastsstop>> <<elseif $breastsize lte 5>> "You've got a nice pair," <<he>> says. You cover your nipples with your fingers, but turn to give everyone a good view of your <<breastsstop>> <<else>> "Look at the size of those things." <<he>> says. You cover your nipples with your fingers, but turn to give everyone a good view of your <<breastsstop>> <</if>> <<exhibitionism2>> <br><br> "It's good that you know your place. See you later, slut," <<he>> says before leaving you to cover yourself.<<set $whitneylust += 5>><<glust>> <br><br> <<click [[Next|Hallways]]>><<endevent>><<set $eventskip to 1>><</click>><br> :: Bully Strip Flaunt [nobr] <<effects>> <<if $undertype is "naked" or $undertype is "chastity">> <<if $leftarm is "bound" and $rightarm is "bound">> You shuffle out of your clothing. You turn to keep your <<genitals>> and <<breasts>> concealed while giving everyone a good look at your <<bottomstop>> <<else>> You take off your clothing and keep your <<genitals>> and <<breasts>> barely concealed with your hands. <</if>> <<exhibitionism5>> <<else>> <<if $leftarm is "bound" and $rightarm is "bound">> You shuffle out of your clothing. You turn to keep your <<breasts>> concealed and give them a good look at your <<bottomstop>> <<else>> You take off your clothing and keep your <<undies>> and <<breasts>> barely concealed with your hands. <</if>> <<exhibitionism4>> <</if>> <<uppernaked>> <<lowernaked>> <br><br> <<if $bullyevent is 5>> Whitney snatches your clothes away as the crowd gawks at you, taking in your bare skin. Whitney beholds you, savouring the feel of having control of your clothing. "Let's go for a walk," <<he>> says. "You don't have to, but I'll be taking your clothes with me."<br><br> <<click [[Go along with it|Bully Walk]]>><<gtrauma60>><<gstress60>><<lcool10>><<set $whitneydom += 1>><</click>><<lcool>><<gtrauma>><<gstress>><<gdom>><br> <<if $exhibitionism gte 75>> <<click [[Flaunt|Bully Walk Flaunt]]>><<set $whitneydom += 1>><<set $whitneylove += 1>><</click>><<exhibitionist5>><<glove>><<gdom>><br> <</if>> <<click [[Refuse|Bully Refuse]]>><</click>><br> <<else>> Whitney snatches your clothes away as the crowd gawks at you, taking in your bare skin. Whitney beholds you, savouring the feel of having control of your clothing. "Don't forget your place." <<He>> tosses your clothes on top of a locker, high enough that you'll need to stretch. You manage to reach them, but your <<breasts>> are exposed in the process, eliciting a cheer from the audience.<br><br> They lose interest once you're dressed, "Come on, we've wasted enough time with this loser." They leave you in peace. For now. <<set $whitneylust += 5>><<glust>><br><br> <<click [[Next|Hallways]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</click>><br> <</if>> :: Bully Walk Flaunt [nobr] <<effects>> You start walking with Whitney and <<his>> friends. They push you to the front, making sure you're exposed to anyone you meet. Whitney stands at your side, clutching your arm. <<if $leftarm is "bound" and $rightarm is "bound">> <<else>> You cover yourself with your other hand. <</if>> <br><br> You're steered round a corner and into a corridor full of <<peopleystop>> <<covered>> A nearby <<persony>> looks at you and gasps in shock. Others have a similar reaction. As the noise grows more turn to look, until everyone is watching you.<br><br> You march down the corridor like it was a catwalk. Some look away, going red in the face. Most though are keen to take in the sight of the <<if $undertype is "naked">>naked<<else>>nearly naked<</if>> <<girl>> marching down the center.<br><br> "Feel free to look," you announce. "There's no shame in it."<<exhibitionism5>> Whitney and <<his>> friends follow behind you. When reach the end of the corridor you turn and face them. "You're shameless," <<he>> says. <<He>> throws your clothes at you. "I wish every slut was as keen as you." <<He>> leaves you to get dressed.<<set $whitneylust += 5>><<glust>><br><br> <<fameexhibitionism50>> <<click [[Next|Hallways]]>><<clotheson>><<endevent>><<set $eventskip to 1>><</click>><br> :: Bully Theft [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<pass20>> Whitney drags you through the school gates. "We're going to Elk Street," <<he>> says. "You're gonna help us find something." Someone keeps jabbing at your waist throughout the journey.<br><br> You arrive beside a walled compound. There's a small hole at the base of the wall. "I'm out of fags," Whitney says. "Go get me some." <<He>> shoves you to your knees and kicks your <<bottom>> several times, pushing you into the hole.<br><br> You stand on the other side. You're in an open space behind a large building. There's a vehicle not far away. It's back doors are wide open, many large boxes of cigarettes. You walk over and pick up a couple.<br><br> As you turn back to the wall however, you hear a growl behind you. You run, and the growl becomes a bark.<br><br> You dive through the hole. Whitney takes the boxes from your hands. You try to crawl through but you're stuck. <<if $submissive gte 1150>> "H-help," you say. <<elseif $submissive lte 850>> "Don't just stand there," you say. <<else>> "Please help," you say. <</if>> <br><br> <<if $whitneyromance is 1>> Whitney considers a moment, then grabs your arms. <<He>> pulls you through to safety. "Can't let that dog have its way with you. You'd smell all funny." <<He>> and <<his>> friends laugh. "See you later <<girlstop>> Thanks for the help."<<set $whitneylust += 5>><<glust>><br><br> <<endevent>> <<click [[Next|Elk Street]]>><<endevent>><</click>><br> <<elseif $bestialitydisable is "f">> Whitney laughs. "Nah, I'm not gonna be caught helping a thief. See you later slut."<<set $whitneylust += 5>><<glust>><br><br> <<endevent>> You feel the dog prod your behind.<br><br> <<click [[Next|Bully Theft Dog]]>><<set $molestationstart to 1>><</click>><br> <<else>> You wriggle and manage to get through the hole before the dog reaches you. The struggle hurt you and damaged your clothing.<<set $whitneylust += 5>><<glust>><<beastescape>><br><br> <<endevent>> <<click [[Next|Elk Street]]>><<endevent>><</click>><br> <</if>> :: Bully Outside Fight [nobr] <<if $fightstart is 1>> <<set $fightstart to 0>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>> <<set $enemytrust to $enemytrust - 100>> <<set $enemyanger += 200>> <<npcidlegenitals>><<set $mouthuse to "lefthand">><<set $lefthand to "mouth">> You shove Whitney away and try to escape, but <<he>> grabs you from behind and wraps <<his>> arm around your mouth. <br><br> <<if $delinquency lt 400>><<set $rescue to 1>><</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> No one comes to your aid, likely due to your reputation as a delinquent.<br><br> <</if>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Bully Outside Fight Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Bully Outside Fight Finish]]>><</click>></span><<nexttext>> <<elseif $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|Bully Outside Fight Finish]]>><</click>></span><<nexttext>> <<elseif $pain gte 100>> <span id="next"><<click [[Next|Bully Outside Fight Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Bully Outside Fight]]>><</click>></span><<nexttext>> <</if>> :: Bully Outside Fight Finish [nobr] <<if $enemyhealth lte 0>> You push <<him>> to the ground, giving you a chance to escape. <<tearful>> you shove <<his>> friends aside and flee to safety.<br><br> <<clotheson>> <<endcombat>> <<set $eventskip to 1>> <<playground>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>> "You... stupid..." <<he>> pants, leaning against the wall. <<His>> friends are so bemused by <<his>> state that they don't notice you slip away. <<tearful>> you escape to safety.<<llust>><<set $whitneylust -= 20>><br><br> <<clotheson>> <<endcombat>> <<set $eventskip to 1>> <<playground>> <<elseif $alarm is 1 and $rescue is 1>> Your cries attract attention. "Crybaby," Whitney says. "We'll get you next time." <<He>> and <<his>> friends leave. <<tearful>> you struggle to your feet.<br><br> <<clotheson>> <<endcombat>> <<set $eventskip to 1>> <<playground>> <<else>> You're too battered and bruised to resist.<br><br> <<endcombat>> <<whitney>><<person1>> <<if $bullyeventoutside is 1>> <<click [[Next|Bully Theft]]>><</click>> <<elseif $bullyeventoutside is 2>> <<click [[Next|Bully Light]]>><</click>> <<elseif $bullyeventoutside is 3>> <<click [[Next|Bully Romance]]>><</click>> <<else>> <<click [[Next|Bully Whore]]>><</click>> <</if>> <</if>> :: Bully Theft Dog [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "dogpack">> <<beast1init>><<set $beasttype to "dog">><<set $enemytrust -= 40>><<set $position to "wall">><<set $leftarm to "bound">><<set $rightarm to "bound">><<set $head to "bound">> <<endif>> <<effects>> <<effectsman>><br><<beast>><br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Bully Theft Dog Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|Bully Theft Dog Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Bully Theft Dog]]>><</click>></span><<nexttext>> <</if>> :: Bully Theft Dog Finish [nobr] <<set $outside to 1>><<set $location to "forest">><<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<beastejaculation>> You hear the dog walk away from you, and manage to wriggle through the hole.<br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Elk Street]]>><<set $eventskip to 1>><</click>><br> <<elseif $enemyhealth lte 0>> You hear the dog yelp and run away. You manage to wriggle through the hole.<br><br> <<tearful>> you rise to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Elk Street]]>><<set $eventskip to 1>><</click>><br> <</if>> :: Bully Light [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<pass20>> You're dragged by the arm through the school gates. "The breeze from the sea is nice," <<he>> says. "I'll show you what I mean."<br><br> You journey to Mer Street. When you arrive Whitney steps up to the edge of the pier. "This is nice," <<he>> says. <<He>> points at a street light. <<His>> friends grasp your arms and drag you over to it. Someone ties your arms in place.<br><br> <<set $leftarm to "bound">><<set $rightarm to "bound">> Whitney saunters over to you. "Think I'll leave you here awhile. You'll have company." <<He>> points at a fishing ship just landing. "Doesn't look like they caught much. They must be real frustrated. I know what'll cheer them up. A nice slut all tied and ready for them." <<He>> and <<his>> friends leave. You can't turn to tell if they're gone or watching from somewhere.<br><br> <<endevent>><<generate1>><<generate2>><<generate3>><<person1>> A <<person>> on board the boat points at you. <<He>> comes ashore, followed by <<his>> crewmates.<br><br> <<set $rng to random(1, 100)>> <<if $rng gte 81>> "What do we have here," the <<person>> says as <<he>> draws close. "Now who'd tie you up like that. I bet you did something naughty to deserve it."<br><br> <<person2>>A <<person>> arrives at <<person1>><<his>> side. "We should probably help punish <<phimstop>> Civic duty and all that."<br><br> <<click [[Next|Bully Light Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<click [[Next|Bully Light 2]]>><</click>><br> <</if>> :: Bully Light Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Bully Light Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Bully Light Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Bully Light Molestation]]>><</click>></span><<nexttext>> <</if>> :: Bully Light Molestation Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>> They laugh and joke with each other as they head back to their boat.<br><br> <<endcombat>> <<whitney>><<person1>> You hear Whitney's voice behind you. "I bet you made their day." Your hands come free. "Don't forget who owns your ass. If I want you servicing sailors twenty-four hours a day that's what'll happen." <<tearful>> you remove the remains of the rope from your arms. Whitney and <<his>> friends leave you by the pier.<<set $whitneylust += 5>><<glust>><br><br> <<unbind>> <<clotheson>> <<endevent>> <<click [[Next|Mer Street]]>><<set $eventskip to 1>><</click>> <<elseif $enemyhealth lte 0>> "Maybe paying a whore is worth it after all," the <<person1>><<person>> says. "They don't kick back." They grumble as they head back to their boat.<br><br> <<endcombat>> <<whitney>><<person1>> You hear Whitney's voice behind you. "You sure showed them." Your hands come free. "Don't forget who owns your ass." <<tearful>> you remove the remains of the rope from your arms. Whitney and <<his>> friends leave you by the pier.<br><br> <<unbind>> <<clotheson>> <<endevent>> <<click [[Next|Mer Street]]>><<set $eventskip to 1>><</click>> <</if>> :: Bully Romance [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<pass20>> <<He>> pushes you through the school gates, groping your <<bottom>> the whole time without caring who sees. "I have something romantic planned," <<he>> says. "Only the best for my <<bitchstop>>"<br><br> <<He>> takes you to Harvest Street, to a seedy pub. "Sit down. I'll get drinks."<br><br> <<He>> returns with two colourful looking glasses. "Drink up," <<he>> says.<br><br> <<click [[Drink|Bully Romance 2]]>><<set $phase to 0>><<set $whitneydom += 1>><</click>><<gdom>><br> <<click [[Don't Drink|Bully Romance 2]]>><<set $phase to 1>><<set $whitneydom -= 1>><</click>><<ldom>><br> :: Bully Romance 2 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> You sip the drink. It's very sweet. You feel lightheaded within moments.<br><br><<set $drunk += 120>> <</if>> <<He>> sips <<his>> drink and stares at you. "Why don't you come over here? Sit on my lap."<br><br> <<click [[Sit on lap|Bully Romance 3]]>><<set $phase to 0>><<set $whitneydom += 1>><<set $whitneylove += 1>><</click>><<glove>><<gdom>><br> <<click [[Refuse|Bully Romance 3]]>><<set $phase to 1>><<set $whitneylove -= 1>><<set $whitneydom -= 1>><</click>><<llove>><<ldom>><br> :: Bully Romance 3 [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<if $phase is 0>> You walk around the table and sit on <<his>> waiting lap. A few heads turn to look. <<He>> leans close. <<else>> You shake your head. <<He>> reaches forward and grabs your shoulders before pulling you onto the table. <<He>> leans close. <</if>> "I'm going to fuck you," <<he>> whispers. "Right here. Everyone will see and know you're mine."<br><br> <<click [[Nod|Bully Romance Sex]]>><<set $sexstart to 1>><<set $whitneydom += 1>><<set $whitneylove += 1>><</click>><<promiscuous1>><<glove>><<gdom>><br> <<click [[Refuse|Bully Romance Sex]]>><<set $molestationstart to 1>><<set $whitneydom -= 1>><<set $whitneylove -= 1>><</click>><<llove>><<ldom>><br> :: Bully Romance Sex [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <span class="red">"That's not your decision to make,"</span> <<he>> says.<br><br> <<endif>> <<if $sexstart is 1>> <<set $sexstart to 0>> <<consensual>> <<set $consensual to 1>> <<neutral1>> <<set $event to "molestationhome">> <<man1init>><<promiscuity1>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Bully Romance Sex Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Bully Romance Sex Finish]]>><</click>></span><<nexttext>> <<elseif $finish is 1>> <span id="next"><<click [[Next|Bully Romance Sex Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Bully Romance Sex]]>><</click>></span><<nexttext>> <</if>> :: Bully Romance Sex Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $whitneylust -= 20>> The audience applaud. Whitney gasps and climbs off you. <<clotheson>> <<tearful>> you climb to your feet. Whitney takes your hand. "Let's leave before these perverts get any funny ideas." <<He>> pulls you from the pub.<br><br> <<He>> pulls a cigarette out of <<his>> shirt pocket once outside. "And they say I'm not romantic," <<he>> says. "Fuck off home or wherever, I've got things to do." <<He>> walks away from you.<<llust>><br><br> <<endcombat>> <<click [[Next|Harvest Street]]>><<set $eventskip to 1>><</click>> <<elseif $enemyhealth lte 0>> You shove Whitney off you. <<tearful>> you flee the pub. The audience cheer at the spectacle.<<llove>><<ldom>><<set $whitneylove -= 1>><<set $whitneydom -= 1>><br><br> <<clotheson>> <<endcombat>> <<click [[Next|Harvest Street]]>><<set $eventskip to 1>><</click>> <<else>> "You're showing me up in front of all these people," Whitney says. "You should treat your <<if $pronoun is "m">>boy<<else>>girl<</if>>friend better." <<He>> shoves you away, adjusts <<his>> clothes and leaves the pub.<<llove>><<ldom>><<set $whitneylove -= 1>><<set $whitneydom -= 1>><br><br> <<clotheson>> <<endcombat>> <<tearful>> you leave the same way as Whitney, but don't see them anywhere.<br><br> <<click [[Next|Harvest Street]]>><<set $eventskip to 1>><</click>> <</if>> :: Bully Whore [nobr] <<set $outside to 0>><<set $location to "town">><<effects>> <<pass20>> Whitney drags you by your hair, forcing you to bend forwards. <<He>> leads you through the school gates and down a nearby alley. <<He>> releases you in front of a <<endevent>><<generate1>><<person1>><<personstop>> <<if $uppertype isnot "naked">> Without warning, Whitney <<pullsup>> your $upperclothes. <</if>> "There. I've shown you a school <<girl>> shirtless. Now pay up."<br><br> <<if $whitneydom gte 20>> The <<person>> reaches forward to grope your <<breastsstop>> "No touching!" Whitney says. "That's extra."<br><br> "How much extra?"<br><br> Whitney pauses, refusing to let you go. "£50."<br><br> "Done," the <<person>> says. <<He>> pulls some notes from <<his>> pocket. Whitney shoves you over while taking the money.<br><br> <<click [[Next|Bully Whore Molestation]]>><<set $molestationstart to 1>><</click>><br> <<else>> The <<person>> reaches forward to grope your <<breastsstop>> "No touching!" Whitney says. "You haven't paid for that." You struggle free.<br><br> <<endevent>><<whitney>><<person1>> You leave the alley as Whitney takes <<his>> money. "Don't be upset," <<he>> shouts at you. "You've been productive for once."<<set $whitneylust += 5>><<glust>><<gtrauma>><<gstress>><<gtrauma60>><<gstress60>><br><br> <<click [[Next|Oxford Street]]>><<endevent>><<set $eventskip to 1>><</click>><br> <</if>> :: Bully Whore Molestation [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>> <<endif>> <<effects>> <<effectsman>><<man>> Whitney counts the money.<br><br> <<stateman>><br> <br> <<actionsman>> <<if $enemyhealth lte 0>> <span id="next"><<click [[Next|Bully Whore Molestation Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|Bully Whore Molestation Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|Bully Whore Molestation]]>><</click>></span><<nexttext>> <</if>> :: Bully Whore Molestation Finish [nobr] <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $forcedprostitutionstat += 1>> "I hope you're satisfied," Whitney says. "Give another £20 and I'll let you have another go."<br><br> "I don't think my heart could take it," the <<person>> says. "Another time maybe." <<tearful>> you stagger from the alley.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Oxford Street]]>><<set $eventskip to 1>><</click>> <<elseif $enemyhealth lte 0>> <<endcombat>> "Fuck!" the <<person>> shouts as <<he>> backs away from you. "I want my money back. This one has rabies or something."<br><br> Whitney laughs. "There's nothing wrong with it. You're just a weakling. Come back with more money and you can have a another go."<br><br> <<tearful>> you leave the alley.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Oxford Street]]>><<set $eventskip to 1>><</click>> <</if>> :: Bully Light 2 [nobr] <<set $outside to 1>><<set $location to "town">><<effects>> <<He>> starts jogging towards you as <<he>> gets closer. "Hang on there <<girlstop>> Won't take long." <<He>> walks behind you. Your bonds come loose. "You alright?"<br><br> <<unbind>> "Tha-" you begin, but Whitney interrupts you from the other side of the road. "What are you doing? Just fuck <<phim>> already."<br><br> One of the <<persons>> crewmates catches up and stares at Whitney. "Something's wrong with that kid. Damn."<br><br> "You shouldn't tie your friend up like that," the <<person>> shouts back at Whitney. "Not in this town especially."<br><br> <<endevent>><<whitney>><<person1>> Whitney steps forward, fists clenched. <<His>> gang doesn't seem so eager to start a fight though. Two of them pull <<him>> back. "You weak fucks," <<he>> shouts, you're not sure at who. "I hope you fish fuckers get raped by a whale." <<He>> turns with <<his>> friends and walks away.<br><br> The crew make sure you're okay, then head back to their ship.<br><br> <<endevent>> <<click [[Next|Mer Street]]>><<set $eventskip to 1>><</click>><br> :: School Leave Whitney [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> <<if $whitneyromance is 1>> <<if $rng gte 81>> <<whitney>><<person1>>Whitney's busy arguing with one of <<his>> friends and doesn't spot you. Another of <<his>> friends, a <<generatey2>><<person2>><<person>> does though, and walks over to you. "You're Whitney's slut," <<he>> says. "Think I fancy a piece myself." You withdraw into a defensive posture as <<he>> tries to grope your <<genitalsstop>><br><br> The <<person2>><<person>> turns just in time to get smacked in the face. Whitney grasps <<his>> collar and pulls <<him>> close. "Keep your <<if $pronoun is "m">>pervert hands<<else>>skanky ass<</if>> away from my slut." Whitney shoves <<him>> aside. <<He>> turns away, red in the face as Whitney grabs your arm and tugs.<br><br> <<endevent>><<whitney>><<person1>><<He>> pulls you away from <<his>> friends, behind the bike shed. "The nerve of that cunt," <<he>> says. "I need to vent," <<he>> shoves you to the ground and drops on top of you.<br><br> <<click [[Next|School Leave Whitney Rape]]>><<set $molestationstart to 1>><</click>><br> <<else>> <<whitney>><<person1>>Whitney spots you approach the gate. <<He>> shoves one of <<his>> friends out of the way and marches towards you. <<He>> pushes you against a wall and holds your hands above your head in <<his>> own. "Almost missed you," <<he>> says. <<He>> kisses you, still pressing your arms against the wall. "You wouldn't do that to me, would you?" <<He>> kisses once more before releasing you. <<He>> slaps your <<bottom>> as you leave.<<gstress>><<garousal>><<glust>><<gstress60>><<garousal60>><<set $whitneylust += 5>><br><br> <<click [[Next|Oxford Street]]>><<endevent>><</click>><br> <</if>> <<else>> <<if $rng gte 81>> <<whitney>><<person1>>Whitney spots you approach the gate. "Where do you think you're going," <<he>> says. "You haven't paid the toll." <<He>> grasps <<his>> crotch and <<his>> friends laugh.<<gtrauma>><<gstress>><<gtrauma60>><<gstress60>><<glust>><<set $whitneylust += 5>><br><br> <<click [[Next|Oxford Street]]>><<endevent>><</click>><br> <<elseif $rng gte 61>> <<whitney>><<person1>>You hear footsteps behind you. Before you can turn, Whitney leaps on your back and wraps <<his>> arms around your neck. "Giddy up, <<bitchcomma>>" <<he>> says. The weight forces you to your knees. "You're a shit horse. Maybe you need to be ridden more." <<He>> turns to <<his>> friends. "Any takers?" They laugh as you climb to your feet.<<gtrauma>><<gstress>><<gtrauma60>><<gstress60>><<glust>><<set $whitneylust += 5>><br><br> <<click [[Next|Oxford Street]]>><<endevent>><</click>><br> <<elseif $rng gte 41>> <<whitney>><<person1>>Whitney spots you approach the gate. "Look who it is," <<he>> shouts. <<His>> friends turn to watch you. "Look at the way <<pshe>> walks. I bet <<pshes>> sore after fucking all the teachers." They laugh.<<gtrauma>><<gstress>><<gtrauma60>><<gstress60>><<glust>><<set $whitneylust += 5>><br><br> <<click [[Next|Oxford Street]]>><<endevent>><</click>><br> <<elseif $rng gte 21>> <<whitney>><<person1>>Whitney spots you approach the gate. <<He>> blocks your path. "Where do you think you're going?" <<he>> says. "There's a toll for passing through." <<He>> holds out a hand. "Twenty quid. Or I'll take something else as payment."<br><br> <<if $money gte 2000>> <<click [[Pay up|School Leave Whitney Pay]]>><<set $money -= 2000>><<set $submissive += 1>><</click>><<gdom>><br> <</if>> <<click [[Say you can't afford it|School Leave Whitney Strip]]>><<set $phase to 0>><<set $molestationstart to 1>><</click>><br> <<click [[Shove|School Leave Whitney Strip]]>><<set $submissive -= 1>><<set $whitneydom -= 1>><<set $phase to 1>><<set $molestationstart to 1>><</click>><<ldom>><br> <<else>> <<whitney>><<person1>>You walk past Whitney. You feel a sting on your arm and turn to see Whitney putting <<his>> cigarette out on it. <<He>> gives you an innocent smile.<<gpain>><<set $pain += 20>><<gtrauma>><<gstress>><<gtrauma60>><<gstress60>><<glust>><<set $whitneylust += 5>><br><br> <<endevent>> <<click [[Next|Oxford Street]]>><<endevent>><</click>><br> <</if>> <</if>> :: School Leave Whitney Rape [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<set $enemyanger += 60>> <<endif>> <<effects>> <<effectsman>><<man>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Leave Whitney Rape Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|School Leave Whitney Rape Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Leave Whitney Rape]]>><</click>></span><<nexttext>> <</if>> :: School Leave Whitney Rape Finish [nobr] <<effects>> <<if $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $whitneylust -= 20>> "Maybe you'll smell like me now," <<he>> says. "I read somewhere that affects people subconciously." <<He>> pulls a cigarette from <<his>> shirt pocket. "Later <<girlstop>>"<<llust>><br><br> <<tearful>> you climb to your feet.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Oxford Street]]>><<set $eventskip to 1>><</click>> <<else>> Whitney shouts in pain and staggers away from you. <<tearful>> you climb to you feet. <<He>> swipes at you but misses as you flee out from behind the shed. You leave the school.<<set $whitneydom -= 1>><<ldom>><br><br> <<clotheson>> <<endcombat>> <<click [[Next|Oxford Street]]>><<set $eventskip to 1>><</click>> <</if>> :: School Leave Whitney Pay [nobr] <<set $outside to 1>><<set $location to "school">><<schooleffects>><<effects>> You hand Whitney the money. "Nice doing business," <<he>> says. <<He>> barges past you.<<gtrauma>><<gstress>><<gtrauma60>><<gstress60>><<glust>><<set $whitneylust += 5>><br><br> <<click [[Next|Oxford Street]]>><<endevent>><</click>><br> :: School Leave Whitney Strip [nobr] <<if $molestationstart is 1>> <<set $molestationstart to 0>> <<controlloss>> <<violence1>> <<neutral1>> <<molested>> <<set $event to "molestationhome">> <<man1init>><<npcstrip>><<npcidlegenitals>> <<if $phase is 0>> "Oh, I think you can," <<he>> says. <<He>> lunges for you. <<His>> friends cheer <<him>> on.<br><br> <<elseif $phase is 1>> You shove Whitney away. "Slut," <<he>> snarls. "I'm gonna show everyone." <<He>> lunges for you. <<His>> friends cheer <<him>> on.<br><br> <</if>> <<if $delinquency lt 400>><<set $rescue to 1>><</if>> <<endif>> <<effects>> <<effectsman>><<man>> <<if $alarm is 1 and $rescue is 0>><<set $alarm to 0>> No one comes to your aid, likely due to your reputation as a delinquent.<br><br> <</if>> <<audience>> <<stateman>><br> <br> <<actionsman>> <<if $alarm is 1 and $rescue is 1>> <span id="next"><<click [[Next|School Leave Whitney Strip Finish]]>><</click>></span><<nexttext>> <<elseif $uppertype is "naked" and $lowertype is "naked" and $undertype is "naked">> <span id="next"><<click [[Next|School Leave Whitney Strip Finish]]>><</click>></span><<nexttext>> <<elseif $uppertype is "naked" and $lowertype is "naked" and $undertype is "chastity">> <span id="next"><<click [[Next|School Leave Whitney Strip Finish]]>><</click>></span><<nexttext>> <<elseif $enemyarousal gte $enemyarousalmax>> <span id="next"><<click [[Next|School Leave Whitney Strip Finish]]>><</click>></span><<nexttext>> <<elseif $enemyhealth lte 0>> <span id="next"><<click [[Next|School Leave Whitney Strip Finish]]>><</click>></span><<nexttext>> <<else>> <span id="next"><<click [[Next|School Leave Whitney Strip]]>><</click>></span><<nexttext>> <</if>> :: School Leave Whitney Strip Finish [nobr] <<if $enemyhealth lte 0>> Whitney stumbles backwards. <<tearful>> you push past <<his>> friends and flee to safety.<br><br> <<clotheson>> <<endcombat>> <<click [[Next|Oxford Street]]>><<set $eventskip to 1>><</click>> <<elseif $enemyarousal gte $enemyarousalmax>> <<ejaculation>><<set $whitneylust -= 20>> <<tearful>> you push past <<his>> friends and flee to safety.<<llust>><br><br> <<clotheson>> <<endcombat>> <<click [[Next|Oxford Street]]>><<set $eventskip to 1>><</click>> <<elseif $alarm is 1 and $rescue is 1>> <<endcombat>> <<doren>><<person1>>"Leave the <<if $playergenderappearance is "m">>lad<<else>>lass<</if>> alone," Doren shouts across the playground.<<endevent>><<whitney>><<person1>> Whitney shoves you away. "I wasn't doing nothing," <<he>> protests. <<tearful>> you push past <<his>> friends and flee to safety.<br><br> <<clotheson>> <br><br> <<click [[Next|Oxford Street]]>><<set $eventskip to 1>><</click>> <<else>> Whitney steps back to look at you. <<covered>> <<His>> friends jeer at you. "Hey everyone!" Whitney shouts, trying to attract more attention to your situation.<<glust>><<set $whitneylust += 5>><<fameexhibitionism30>><br><br> <<endcombat>> <<doren>><<person1>>Doren pushes through the crowd. <<He>> scowls when <<he>> sees you and Whitney. "Give the <<if $playergenderappearance is "m">>lad<<else>>lass<</if>> <<pher>> clothes back," <<he>> says. "Now."<br><br> Whitney hesitates, but relents and throws the clothes on top of you. "Come on. I think we showed <<phimstop>>"<br><br> Doren holds <<his>> large coat around you and looks away as you dress.<br><br> <<clothesontowel>> "Are you alri-" <<he>> begins, but is cut off by a scream on the other side of the playground. <<He>> sighs. "Sorry." <<He>> leaves to investigate the noise.<br><br> <<endevent>> <<click [[Next|Oxford Street]]>><<set $eventskip to 1>><</click>> <</if>>
fire2244/degrees
game/special-whitney.twee
twee
unknown
47,888
:: Testing Wardrobe [nobr testing] <<testingroomlist>> <<effects>> <<wardrobesystem "Testing Wardrobe">> :: Testing Sprite [nobr testing] <<testingroomlist>> <<effects>> <<if $outertop>><<set $outertop.state to "waist">><</if>> <<if $outerbottom>><<set $outerbottom.state to "waist">><</if>> <<if $outertop>><<set $outertop.state to "waist">><</if>> <<if $outerbottom>><<set $outerbottom.state to "waist">><</if>> <<if $outertop>><<set $outertop.state to "waist">><</if>> <<if $outerbottom>><<set $outerbottom.state to "waist">><</if>> <<combatimg>><br> :: Testing Shop [nobr testing] <<testingroomlist>> <<effects>> /* ToDo: Add handling for theft including crime increase <br> ToDo: Add handling for 'try on clothing' - probably only after apropriate scenes are made. <br> */ ''Tops:'' <label> <<if $temptype is "t-shirt">><<radiobutton "$temptype" "t-shirt" checked>> <<else>><<radiobutton "$temptype" "t-shirt">><</if>> T-Shirt </label> | <label> <<if $temptype is "tank top">><<radiobutton "$temptype" "tank top" checked>> <<else>><<radiobutton "$temptype" "tank top">><</if>> Tank Top </label> | <label> <<if $temptype is "bikini top">><<radiobutton "$temptype" "bikini top" checked>> <<else>><<radiobutton "$temptype" "bikini top">><</if>> Bikini Top </label> | <label> <<if $temptype is "pyjama shirt">><<radiobutton "$temptype" "pyjama shirt" checked>> <<else>><<radiobutton "$temptype" "pyjama shirt">><</if>> Pyjama Shirt </label> | <label> <<if $temptype is "towel top">><<radiobutton "$temptype" "towel top" checked>> <<else>><<radiobutton "$temptype" "towel top">><</if>> Towel (top) </label> <br> ''Bottoms:'' <label> <<if $temptype is "shorts">><<radiobutton "$temptype" "shorts" checked>> <<else>><<radiobutton "$temptype" "shorts">><</if>> Shorts </label> | <label> <<if $temptype is "bikini bottoms">><<radiobutton "$temptype" "bikini bottoms" checked>> <<else>><<radiobutton "$temptype" "bikini bottoms">><</if>> Bikini Bottoms </label> | <label> <<if $temptype is "pyjama bottoms">><<radiobutton "$temptype" "pyjama bottoms" checked>> <<else>><<radiobutton "$temptype" "pyjama bottoms">><</if>> Pyjama Bottoms </label> | <label> <<if $temptype is "towel bottom">><<radiobutton "$temptype" "towel bottom" checked>> <<else>><<radiobutton "$temptype" "towel bottom">><</if>> Towel (bottom) </label> <br> ''School:'' <label> <<if $temptype is "school shirt">><<radiobutton "$temptype" "school shirt" checked>> <<else>><<radiobutton "$temptype" "school shirt">><</if>> School Shirt </label> | <label> <<if $temptype is "school shorts">><<radiobutton "$temptype" "school shorts" checked>> <<else>><<radiobutton "$temptype" "school shorts">><</if>> School Shorts </label> | <label> <<if $temptype is "school skirt">><<radiobutton "$temptype" "school skirt" checked>> <<else>><<radiobutton "$temptype" "school skirt">><</if>> School Skirt </label> | <label> <<if $temptype is "school swimsuit">><<radiobutton "$temptype" "school swimsuit" checked>> <<else>><<radiobutton "$temptype" "school swimsuit">><</if>> School Swimsuit </label> | <label> <<if $temptype is "school swim shorts">><<radiobutton "$temptype" "school swim shorts" checked>> <<else>><<radiobutton "$temptype" "school swim shorts">><</if>> School Swim Shorts </label> <br> ''Underwear:'' <label> <<if $temptype is "Y fronts">><<radiobutton "$temptype" "Y fronts" checked>> <<else>><<radiobutton "$temptype" "Y fronts">><</if>> Y Fronts </label> | <label> <<if $temptype is "plain panties">><<radiobutton "$temptype" "plain panties" checked>> <<else>><<radiobutton "$temptype" "plain panties">><</if>> Plain Panties </label> | <label> <<if $temptype is "lace panties">><<radiobutton "$temptype" "lace panties" checked>> <<else>><<radiobutton "$temptype" "lace panties">><</if>> Lace Panties </label> <br> ''Other:'' <label> <<if $temptype is "sundress">><<radiobutton "$temptype" "sundress" checked>> <<else>><<radiobutton "$temptype" "sundress">><</if>> Sundress </label> | <label> <<if $temptype is "evening gown">><<radiobutton "$temptype" "evening gown" checked>> <<else>><<radiobutton "$temptype" "evening gown">><</if>> Evening Gown </label> | <label> <<if $temptype is "waist apron">><<radiobutton "$temptype" "waist apron" checked>> <<else>><<radiobutton "$temptype" "waist apron">><</if>> Waist Apron </label> <br><br> ''Color Selection:'' <label> <<if $tempcolour is "white">><<radiobutton "$tempcolour" "white" checked>> <<else>><<radiobutton "$tempcolour" "white">><</if>> White</label> | <label class="pink"> <<if $tempcolour is "pink">><<radiobutton "$tempcolour" "pink" checked>> <<else>><<radiobutton "$tempcolour" "pink">><</if>> Pink</label> | <label class="red"> <<if $tempcolour is "red">><<radiobutton "$tempcolour" "red" checked>> <<else>><<radiobutton "$tempcolour" "red">><</if>> Red</label> | <label class="orange"> <<if $tempcolour is "orange">><<radiobutton "$tempcolour" "orange" checked>> <<else>><<radiobutton "$tempcolour" "orange">><</if>> Orange</label> | <label class="gold"> <<if $tempcolour is "yellow">><<radiobutton "$tempcolour" "yellow" checked>> <<else>> <<radiobutton "$tempcolour" "yellow">><</if>> Yellow</label> | <label class="green"> <<if $tempcolour is "green">><<radiobutton "$tempcolour" "green" checked>> <<else>><<radiobutton "$tempcolour" "green">><</if>> Green</label> | <label class="blue"> <<if $tempcolour is "blue">><<radiobutton "$tempcolour" "blue" checked>> <<else>><<radiobutton "$tempcolour" "blue">><</if>> Blue</label> | <label class="purple"> <<if $tempcolour is "purple">><<radiobutton "$tempcolour" "purple" checked>> <<else>><<radiobutton "$tempcolour" "purple">><</if>> Purple </label> | <label class="black"> <<if $tempcolour is "black">><<radiobutton "$tempcolour" "black" checked>> <<else>><<radiobutton "$tempcolour" "black">><</if>> </label><br><br> ''Action:'' <label> <<if $tempaction is "wear">><<radiobutton "$tempaction" "wear" checked>> <<else>><<radiobutton "$tempaction" "wear">><</if>> Wear</label> | <label> <<if $tempaction is "store">><<radiobutton "$tempaction" "store" checked>> <<else>><<radiobutton "$tempaction" "store">><</if>> Send Home </label> <br><br> <<button "Buy Now!" "Testing Shop">><<buyclothes $tempcolour $temptype $tempaction>><</button>> - - - or - - - <<button "Delete All Clothes" "Testing Shop">> <<set $outertop to 0>><<set $outerbottom to 0>><<set $top to 0>><<set $bottom to 0>><<set $undertop to 0>><<set $underbottom to 0>><<set $legs to 0>><<set $feet to 0>><<set $headacc to 0>><<set $faceacc to 0>><<set $neckacc to 0>><<set $underacc to 0>><<set $wardrobe to []>><</button>> - - - or - - - <<button "Give Money!" "Testing Shop">><<set $money += 5000>><</button>> <br><br> ''Temp Items:'' <<link [[Get Plant Top|Testing Shop]]>><<giveclothes "green" "plant top" "wear">><</link>> | <<link [[Get Plant Skirt|Testing Shop]]>><<giveclothes "green" "plant skirt" "wear">><</link>><br> ''Lewd Items:'' <<link [[Toggle Chastity Belt|Testing Shop]]>> <<if $underacc.name is "chastity belt">><<set $underacc to 0>> <<else>><<giveclothes "" "chastity belt" "wear">><</if>><</link>> | <<link [[Toggle Collar|Testing Shop]]>> <<if $neckacc.name is "collar">><<set $neckacc to 0>> <<else>><<giveclothes "" "collar" "wear">><</if>><</link>><br> ''Accessories:'' <<link [[Get Hairpin|Testing Shop]]>><<giveclothes "" "hairpin" "wear">><</link>> | <<link [[Get Beanie|Testing Shop]]>><<giveclothes "" "beanie" "wear">><</link>> | <<link [[Get Glasses|Testing Shop]]>><<giveclothes "" "glasses" "wear">><</link>> | <<link [[Get Cool Shades|Testing Shop]]>><<giveclothes "" "shades" "wear">><</link>><br> ''Socks:'' <<link [[Get Pink Gym Socks|Testing Shop]]>><<giveclothes "pink" "gym socks" "wear">><</link>> | <<link [[Get Blue Gym Socks|Testing Shop]]>><<giveclothes "blue" "gym socks" "wear">><</link>><br> ''Stockings:'' <<link [[Get Fishnet Stockings|Testing Shop]]>><<giveclothes "fishnet" "stockings" "wear">><</link>> | <<link [[Get Sheer Stockings|Testing Shop]]>><<giveclothes "sheer" "stockings" "wear">><</link>><br> ''Tights:'' <<link [[Get Brown Tights|Testing Shop]]>><<giveclothes "brown" "tights" "wear">><</link>> | <<link [[Get Sheer Tights|Testing Shop]]>><<giveclothes "sheer" "tights" "wear">><</link>><br> ''Feet:'' <<link [[Get Black Shoes|Testing Shop]]>><<giveclothes "" "shoes" "wear">><</link>><br> <br> <<link "Reset Debug" "Testing Wardrobe">><<set $debugtxt to []>><</link>><br> Print Debug: <<print $debugtxt>><br><br> :: Testing Text [nobr testing] <<testingroomlist>> <<effects>> Passage: $passage <br> Tags: $tags <br> Version: $version Step: $step <br><br> <<link "Reset Debug" passage()>><<set $debugtxt to []>><</link>><br> Print Debug: <<print $debugtxt>><br><br> <<if $outertop is 0>> <<if $outerbottom is 0>> <<else>> /*wearing outertop*/ <</if>><</if>> <<if $upperclothes is "naked">> <<if $lowerclothes is "naked">> <<if $underclothes is "naked">> <span class="red">You are completely naked!</span> <</if>> <<if $underclothes isnot "naked">> <span class="pink">You are wearing nothing but a <<if $undertype isnot "chastity">>pair of <</if>><<underintegrity>> $undercolour $underclothes.</span> <</if>> <</if>> <<if $lowerclothes isnot "naked">> <<if $underclothes is "naked">> <span class="pink">You are topless and wearing no underwear</span> but your lower half is covered by <<lowerword>> <<lowerintegrity>> $lowercolour $lowerclothes. <</if>> <<if $underclothes isnot "naked">> <span class="pink">You are topless</span> with <<lowerword>> <<lowerintegrity>> $lowercolour $lowerclothes and <<underword>> <<underintegrity>> $undercolour $underclothes. <</if>> <</if>> <<elseif $upperclothes isnot "naked">> <<if $lowerclothes is "naked">> <<if $underclothes is "naked">> <<if $upperonepiece is 1 and $lowerset isnot $upperset>> You are wearing <<upperword>> <<upperintegrity>> $uppercolour $upperclothes that has been torn at the waist <span class="red"> leaving your bottom half completely exposed!</span> <<else>> <span class="red">Your bottom half is completely exposed!</span> You are wearing <<upperword>> <<upperintegrity>> $uppercolour $upperclothes. <</if>> <</if>> <<if $underclothes isnot "naked">> <<if $upperonepiece is 1 and $lowerset isnot $upperset>> You are wearing <<upperword>> <<upperintegrity>> $uppercolour $upperclothes that has been torn at the waist <span class="purple"> leaving your <<underword>> <<underintegrity>> $undercolour $underclothes exposed.</span> <<else>> You are wearing <<upperword>> <<upperintegrity>> $uppercolour $upperclothes and <span class="purple">exposed <<underword>> <<underintegrity>> $undercolour $underclothes.</span> <</if>> <</if>> <</if>> <<if $lowerclothes isnot "naked">> <<if $underclothes is "naked">> You are wearing <<upperword>> <<upperintegrity>> $uppercolour $upperclothes <<if $loweronepiece isnot 1>>and <<lowerword>> <<lowerintegrity>> $lowercolour $lowerclothes <</if>> <span class="purple"><<if $lowertype is "swim">>and<<else>>but<</if>> you are not wearing underwear.</span> <</if>> <<if $underclothes isnot "naked">><<nobr>> You are wearing <<upperword>> <<upperintegrity>> $uppercolour $upperclothes <<if $loweronepiece isnot 1>>with <<lowerword>> <<lowerintegrity>> $lowercolour $lowerclothes <</if>>and <<underword>> <<underintegrity>> $undercolour $underclothes. <<endnobr>><</if>> <</if>> <</if>> <br><br> :: Testing Variables [nobr testing] <<testingroomlist>> <<effects>> <<variablebar "Pain" "$pain" 0 2 20 200>> <<variablebar "Arousal" "$arousal" 0 100 1000 10000>> <<variablebar "Fatigue" "$tiredness" 0 20 200 2000>> <<variablebar "Stress" "$stress" 0 100 1000 10010>> <<variablebar "Trauma" "$trauma" 0 50 500 5000>> <br> <<variablebar "Promiscuity" "$promiscuity" 0 1 10 100>> <<variablebar "Exhibitionism" "$exhibitionism" 0 1 10 100>> <br> Toggle: <<link "Gender">><<if $playergender is "f">> <<set $vaginaexist to 0>><<set $playergender to "m">><<set $penisexist to 1>> <<else>><<set $penisexist to 0>><<set $playergender to "f">><<set $vaginaexist to 1>><</if>> <<goto "Testing Variables">><</link>> | <<link "Virginity">> <<if $penilevirginity is 0 or $vaginalvirginity is 0>> <<set $penilevirginity to 1>><<set $vaginalvirginity to 1>><<set $oralvirginity to 1>><<set $analvirginity to 1>> <<else>> <<set $penilevirginity to 0>><<set $vaginalvirginity to 0>><<set $oralvirginity to 0>><<set $analvirginity to 0>> <</if>> <<goto "Testing Variables">><</link>> | <<link "Hirsute">> <<if $hirsutedisable is "f">><<set $hirsutedisable to "t">> <<else>><<set $hirsutedisable to "f">><</if>> <<goto "Testing Variables">><</link>> | <<link "Bound Left Arm">> <<if $leftarm is "bound">><<set $leftarm to 0>><<set $leftboundcarry to 0>> <<else>><<set $leftarm to "bound">><</if>> <<goto "Testing Variables">><</link>> | <<link "Bound Right Arm">> <<if $rightarm is "bound">><<set $rightarm to 0>><<set $rightboundcarry to 0>> <<else>><<set $rightarm to "bound">><</if>> <<goto "Testing Variables">><</link>> <br><br> Breast Size - 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 <br> Hair Colour (<<= $haircolour>>): <<link "Black">><<set $haircolour to "black">><<goto "Testing Variables">><</link>> | <<link "Brown">><<set $haircolour to "brown">><<goto "Testing Variables">><</link>> | <<link "Red">><<set $haircolour to "red">><<goto "Testing Variables">><</link>> | <<link "Ginger">><<set $haircolour to "ginger">><<goto "Testing Variables">><</link>> | <<link "Blond">><<set $haircolour to "blond">><<goto "Testing Variables">><</link>> | <<link "Green">><<set $haircolour to "green">><<goto "Testing Variables">><</link>> | <<link "Blue">><<set $haircolour to "blue">><<goto "Testing Variables">><</link>> | <<link "Purple">><<set $haircolour to "purple">><<goto "Testing Variables">><</link>> <br> <<variablebar "Hair Length" "$hairlength" 0 10 100 1000>> <br> Eye Colour (<<= $eyecolour>>): <<link "Hazel">><<set $eyecolour to "hazel">><<goto "Testing Variables">><</link>> | <<link "Amber">><<set $eyecolour to "amber">><<goto "Testing Variables">><</link>> | <<link "Green">><<set $eyecolour to "green">><<goto "Testing Variables">><</link>> | <<link "Dark Blue">><<set $eyecolour to "dark blue">><<goto "Testing Variables">><</link>> | <<link "Light Blue">><<set $eyecolour to "light blue">><<goto "Testing Variables">><</link>> | <<link "Purple">><<set $eyecolour to "purple">><<goto "Testing Variables">><</link>> <br><br> <<link "<">><<set $wolfgirl -= 1>><<goto "Testing Variables">><</link>> Wolf (<<= $wolfgirl>>) <<link ">">><<set $wolfgirl += 1>><<goto "Testing Variables">><</link>> | <<link "<">><<set $angel -= 1>><<goto "Testing Variables">><</link>> Angel (<<= $angel>>) <<link ">">><<set $angel += 1>><<goto "Testing Variables">><</link>> | <<link "<">><<set $demon -= 1>><<goto "Testing Variables">><</link>> Demon (<<= $demon>>) <<link ">">><<set $demon += 1>><<goto "Testing Variables">><</link>> | <<link "<">><<set $fallenangel -= 1>><<goto "Testing Variables">><</link>> Fallen Angel (<<= $fallenangel>>) <<link ">">><<set $fallenangel += 1>><<goto "Testing Variables">><</link>> <br><br> Semen: <<link "<">><<set $vaginasemen -= 1>><<goto "Testing Variables">><</link>> Vagina (<<= $vaginasemen>>) <<link ">">><<set $vaginasemen += 1>><<goto "Testing Variables">><</link>> | <<link "<">><<set $anussemen -= 1>><<goto "Testing Variables">><</link>> Anus (<<= $anussemen>>) <<link ">">><<set $anussemen += 1>><<goto "Testing Variables">><</link>> | <<link "<">><<set $mouthsemen -= 1>><<goto "Testing Variables">><</link>> Mouth (<<= $mouthsemen>>) <<link ">">><<set $mouthsemen += 1>><<goto "Testing Variables">><</link>> <br> Goo: <<link "<">><<set $vaginagoo -= 1>><<goto "Testing Variables">><</link>> Vagina (<<= $vaginagoo>>) <<link ">">><<set $vaginagoo += 1>><<goto "Testing Variables">><</link>> | <<link "<">><<set $anusgoo -= 1>><<goto "Testing Variables">><</link>> Anus (<<= $anusgoo>>) <<link ">">><<set $anusgoo += 1>><<goto "Testing Variables">><</link>> | <<link "<">><<set $mouthgoo -= 1>><<goto "Testing Variables">><</link>> Mouth (<<= $mouthgoo>>) <<link ">">><<set $mouthgoo += 1>><<goto "Testing Variables">><</link>> <br> Parasite: <<link "Chest">> <<if $chestparasite is 0>><<set $chestparasite to 1>> <<else>><<set $chestparasite to 0>><</if>> <<goto "Testing Variables">><</link>> | <<link "Penis">> <<if $penisparasite is 0>><<set $penisparasite to 1>> <<else>><<set $penisparasite to 0>><</if>> <<goto "Testing Variables">><</link>> | <<link "Clit">> <<if $clitparasite is 0>><<set $clitparasite to 1>> <<else>><<set $clitparasite to 0>><</if>> <<goto "Testing Variables">><</link>> <br><br> <<if $outertop isnot 0>> Outerclothes Top: <<link "<<">><<set $outertop.integrity -= 10>><<goto "Testing Variables">><</link>> <<link "<">><<set $outertop.integrity -= 1>><<goto "Testing Variables">><</link>> Integrity (<<= $outertop.integrity>>) <<link ">">><<set $outertop.integrity += 1>><<goto "Testing Variables">><</link>> <<link ">>">><<set $outertop.integrity += 10>><<goto "Testing Variables">><</link>> | <<link "<">><<set $outertop.wet -= 1>><<goto "Testing Variables">><</link>> Wet (<<= $outertop.wet>>) <<link ">">><<set $outertop.wet += 1>><<goto "Testing Variables">><</link>> <br> <</if>> <<if $outerbottom isnot 0>> Outerclothes Bottom: <<link "<<">><<set $outerbottom.botintegrity -= 10>><<goto "Testing Variables">><</link>> <<link "<">><<set $outerbottom.botintegrity -= 1>><<goto "Testing Variables">><</link>> Integrity (<<= $outerbottom.botintegrity>>) <<link ">">><<set $outerbottom.botintegrity += 1>><<goto "Testing Variables">><</link>> <<link ">>">><<set $outerbottom.botintegrity += 10>><<goto "Testing Variables">><</link>> | <<link "<">><<set $outerbottom.wet -= 1>><<goto "Testing Variables">><</link>> Wet (<<= $outerbottom.wet>>) <<link ">">><<set $outerbottom.wet += 1>><<goto "Testing Variables">><</link>> <br> <</if>> <<if $top isnot 0>> Upper Clothes: <<link "<<">><<set $top.integrity -= 10>><<goto "Testing Variables">><</link>> <<link "<">><<set $top.integrity -= 1>><<goto "Testing Variables">><</link>> Integrity (<<= $top.integrity>>) <<link ">">><<set $top.integrity += 1>><<goto "Testing Variables">><</link>> <<link ">>">><<set $top.integrity += 10>><<goto "Testing Variables">><</link>> | <<link "<">><<set $top.wet -= 1>><<goto "Testing Variables">><</link>> Wet (<<= $top.wet>>) <<link ">">><<set $top.wet += 1>><<goto "Testing Variables">><</link>> <br> <</if>> <<if $bottom isnot 0>> Lower Clothes: <<link "<<">><<set $bottom.botintegrity -= 10>><<goto "Testing Variables">><</link>> <<link "<">><<set $bottom.botintegrity -= 1>><<goto "Testing Variables">><</link>> Integrity (<<= $bottom.botintegrity>>) <<link ">">><<set $bottom.botintegrity += 1>><<goto "Testing Variables">><</link>> <<link ">>">><<set $bottom.botintegrity += 10>><<goto "Testing Variables">><</link>> | <<link "<">><<set $bottom.wet -= 1>><<goto "Testing Variables">><</link>> Wet (<<= $bottom.wet>>) <<link ">">><<set $bottom.wet += 1>><<goto "Testing Variables">><</link>> <br> <</if>> <<if $undertop isnot 0>> Underclothes Top: <<link "<<">><<set $undertop.integrity -= 10>><<goto "Testing Variables">><</link>> <<link "<">><<set $undertop.integrity -= 1>><<goto "Testing Variables">><</link>> Integrity (<<= $undertop.integrity>>) <<link ">">><<set $undertop.integrity += 1>><<goto "Testing Variables">><</link>> <<link ">>">><<set $undertop.integrity += 10>><<goto "Testing Variables">><</link>> | <<link "<">><<set $undertop.wet -= 1>><<goto "Testing Variables">><</link>> Wet (<<= $undertop.wet>>) <<link ">">><<set $undertop.wet += 1>><<goto "Testing Variables">><</link>> <br> <</if>> <<if $underbottom isnot 0>> Underclothes Bottom: <<link "<<">><<set $underbottom.botintegrity -= 10>><<goto "Testing Variables">><</link>> <<link "<">><<set $underbottom.botintegrity -= 1>><<goto "Testing Variables">><</link>> Integrity (<<= $underbottom.botintegrity>>) <<link ">">><<set $underbottom.botintegrity += 1>><<goto "Testing Variables">><</link>> <<link ">>">><<set $underbottom.botintegrity += 10>><<goto "Testing Variables">><</link>> | <<link "<">><<set $underbottom.wet -= 1>><<goto "Testing Variables">><</link>> Wet (<<= $underbottom.wet>>) <<link ">">><<set $underbottom.wet += 1>><<goto "Testing Variables">><</link>> <br> <</if>> <<if $underacc isnot 0>> Under Accessory: <<link "<<">><<set $underacc.botintegrity -= 1000>><<goto "Testing Variables">><</link>> <<link "<">><<set $underacc.botintegrity -= 100>><<goto "Testing Variables">><</link>> Integrity (<<= $underacc.botintegrity>>) <<link ">">><<set $underacc.botintegrity += 100>><<goto "Testing Variables">><</link>> <<link ">>">><<set $underacc.botintegrity += 1000>><<goto "Testing Variables">><</link>> | <<link "<">><<set $underacc.wet -= 1>><<goto "Testing Variables">><</link>> Wet (<<= $underacc.wet>>) <<link ">">><<set $underacc.wet += 1>><<goto "Testing Variables">><</link>> <br> <</if>> <<if $legs isnot 0>> Leggings and Socks: <<link "<<">><<set $legs.integrity -= 10>><<goto "Testing Variables">><</link>> <<link "<">><<set $legs.integrity -= 1>><<goto "Testing Variables">><</link>> Integrity (<<= $legs.integrity>>) <<link ">">><<set $legs.integrity += 1>><<goto "Testing Variables">><</link>> <<link ">>">><<set $legs.integrity += 10>><<goto "Testing Variables">><</link>> | <<link "<">><<set $legs.wet -= 1>><<goto "Testing Variables">><</link>> Wet (<<= $legs.wet>>) <<link ">">><<set $legs.wet += 1>><<goto "Testing Variables">><</link>> <br> <</if>> <br> :: Widgets Testing [widget] <<widget "testingroomlist">><<nobr>> <<if $passage is "Testing Wardrobe">> ''[[Wardrobe|Testing Wardrobe]]'' <<else>> [[Wardrobe|Testing Wardrobe]] <</if>> | <<if $passage is "Testing Shop">> ''[[Shop|Testing Shop]]'' <<else>> [[Shop|Testing Shop]] <</if>> | <<if $passage is "Testing Sprite">> ''[[Sprite|Testing Sprite]]'' <<else>> [[Sprite|Testing Sprite]] <</if>> | <<if $passage is "Testing Text">> ''[[Text|Testing Text]]'' <<else>> [[Text|Testing Text]] <</if>> | <<if $passage is "Testing Variables">> ''[[Variables|Testing Variables]]'' <<else>> [[Variables|Testing Variables]] <</if>> <br><br> <</nobr>><</widget>> <<widget "variablebar">><<nobr>> <<= '[["|<"|' + $passage + '][' + $args[1] + ' to ' + $args[2] + ']]'>> <<= '[["<<"|' + $passage + '][' + $args[1] + ' -= ' + $args[4] + ']]'>> <<= '[["<"|' + $passage + '][' + $args[1] + ' -= ' + $args[3] + ']]'>> <<= '[[">"|' + $passage + '][' + $args[1] + ' += ' + $args[3] + ']]'>> <<= '[[">>"|' + $passage + '][' + $args[1] + ' += ' + $args[4] + ']]'>> <<= '[[">|"|' + $passage + '][' + $args[1] + ' to ' + $args[5] + ']]'>> $args[0] ($args[1]) <br> <</nobr>><</widget>>
fire2244/degrees
game/testing.twee
twee
unknown
22,934
#!/bin/bash if [ ! -d ".git" ]; then #not running in git repo, so can't use git commands :-) echo "No .git repo found - skipping sanity checks" exit 0 fi WARNING='\033[93m' WARNING='\033[93m' ENDC='\033[0m' myprint() { while read data; do echo -n -e "[$1]$WARNING" echo "$data" done } GREP="git grep -n --color" # Check for missing right angle bracket: <</if> $GREP "<</[^>]*>[^>]" -- 'game/*' | myprint "MissingClosingAngleBracket" $GREP "<<[^>()]*>[^()<>"$'\r]*\r'"\?$" -- 'game/*' | myprint "MissingClosingAngleBracket" # Check for missing left angle bracket: </if>> $GREP "\([^<]\|^\)</\?\(if\|else\|case\|set\|print\|elseif\)" -- 'game/*' | myprint "MissingOpeningAngleBracket2" # Check for accidental assignment. e.g.: <<if $foo = "hello">> $GREP "<<[ ]*if[^>=]*[^><\!=]=[^=][^>]*>>" -- 'game/*' | myprint "AccidentalAssignmentInIf" # Check for accidental assignment. e.g.: <<elseif $foo = "hello">> $GREP "<<[ ]*elseif[^>=]*[^><\!=]=[^=][^>]*>>" -- 'game/*' | myprint "AccidentalAssignmentInElseIf" # Check for missing ". e.g.: <<if $foo == "hello>> $GREP "<<[^\"<>]*\"[^\"<>]*>>" -- 'game/*' | myprint "MissingSpeechMark" # Check for missing ". e.g.: <<if $foo = "hello) $GREP -e "<<[^\"<>]*\([^\"<>]*\"[^><\"]*\"\| [<>] \)*\"\([^\"<>]*\"[^><\"]*\"\| [<>] \)*\([^\"<>]\| [<>] \)*>>" --and --not -e "*[^']*" -- 'game/*' | myprint "MissingSpeechMark2" # Check for colors like: @@color:red - should be @@.red $GREP -e "@@color:" --and --not -e "@@color:rgb([0-9 ]\+,[0-9 ]\+,[0-9 ]\+)" -- "game/*" | myprint "UseCssColors" # Check for missing $ in activeSlave or PC $GREP "<<[ ]*[^\$><_\[]*\(activeSlave\|PC\)[.]" -- "game/*" | myprint "MissingDollar" # Check for closing bracket without opening bracket. e.g.: <<if foo)>> (but <<case "foo")>> is valid, so ignore those $GREP -e "<<[ a-zA-Z]\+\([^()<>]\|[^()<>][<>][^()<>]\)*)" --and --not -e "<< *case" -- "game/*" | myprint "MissingOpeningBracket" # Check for opening bracket without closing bracket. e.g.: <<if (foo>> $GREP -e "<<[ a-zA-Z]\([^<>]\|[^<>][<>][^<>]\)\+(\([^()<>]\|[^<>()][<>][^<>()]\|([^<>()]*])\)*>>" -- "game/*" | myprint "MissingClosingBracket" # Check for two closing brackets but one opening bracket. e.g.: <<if (foo))>> $GREP -e "<<[ a-zA-Z]\+[^()<>]*([^()]*)[^()]*)[^()<>]*>>" -- "game/*" | myprint "MissingOpeningBracket2" # Check for one closing bracket but two opening brackets. e.g.: <<if ((foo)>> $GREP -e "<<[ a-zA-Z]\+[^()<>]*([^()]*([^()]*)[^()<>]*>>" -- "game/*" | myprint "MissingClosingBracket2" $GREP -e "<<.*[(][^<>)]*[(][^<>)]*)\?[^<>)]*>>" -- "game/*" | myprint "MissingClosingBracket3" # Check for missing >>. e.g.: <<if $foo $GREP "<<[^<>]*[^,\"\[{"$'\r]\r'"\?$" -- 'game/*' | myprint "MissingClosingAngleBrackets" # Check for too many >>>. e.g.: <</if>>> $GREP "<<[^<>]*[<>]\?[^<>]*>>>" -- "game/*.twee" | myprint "TooManyAngleBrackets" # Check for too many <<<. e.g.: <<</if>> $GREP "<<<[^<>]*[<>]\?[^<>]*>>" -- "game/*.twee" | myprint "TooManyAngleBrackets" # Check for wrong capitalization on 'activeslave' and other common typos $GREP -e "\$act" --and --not -e "\$\(activeSlave\|activeArcology\|activeStandard\|activeOrgan\|activeLimbs\|activeUnits\|activeCanine\|activeHooved\|activeFeline\)" -- "game/*" | myprint "WrongCapitilization" $GREP "\(csae\|[a-z] She \|attepmts\|youreslf\|advnaces\|canAcheive\|setBellySize\|SetbellySize\|setbellySize\|bellypreg\|pregBelly\|bellyimplant\|bellyfluid\|pronounCaps\|carress\)" -- 'game/*' | myprint "SpellCheck" $GREP "\(recieve\|recieves\)" -- 'game/*' | myprint "PregmodderCannotSpellReceive" $GREP "\$slave\[" -- 'game/*' | myprint "ShouldBeSlaves" # Check for strange spaces e.g. $slaves[$i]. lips $GREP "\$slaves\[\$i\]\. " -- 'game/*' | myprint "MissingPropertyAfterSlaves" # Check, e.g., <<//if>> $GREP "<</[a-zA-Z]*[^a-zA-Z<>]\+[a-zA-Z]*>>" -- 'game/*' | myprint "DoubleSlash" # Check, e.g. <<else $foo==4 $GREP "<<else >\?[^>]" -- 'game/*' | myprint "ShouldBeElseIf" # Check, e.g., =to $GREP "=to" -- 'game/*' | myprint "EqualAndTo" # Check, e.g. <<set foo == 4>> $GREP "<<set[^{>=]*==" -- 'game/*' | myprint "DoubleEqualsInSet" # Check for, e.g <<if slaves[foo]>> $GREP "<<\([^>]\|[^>]>[^>]\)*[^$]slaves\[" -- 'game/*' | myprint "MissingDollar" # Check for missing $ or _ in variable name: $GREP -e "<<[a-zA-Z]\([^>\"]\|[^>]>[^>]\|\"[^\"]*\"\)* [a-zA-Z]\+ * =" -- game/*.twee | myprint "MissingDollar2" # Check for missing command, e.g. <<foo = $GREP -e "<<[a-zA-Z]* = *" -- game/*.twee | myprint "BadCommand" # Check for duplicate words, e.g. with with $GREP -e " \(\b[a-zA-Z][a-zA-Z]\+\) \1\b " --and --not -e " her her " --and --not -e " you you " --and --not -e " New New " --and --not -e "Slave Slave " --and --not -e " that that " --and --not -e " in in " --and --not -e " is is " -- 'game/*' | myprint "Duplicate words" # Check for obsolete SugarCube macros $GREP -E "<<display |<<click|<<.*\.contains" -- game/*.twee | myprint "ObsoleteMacro" # Check for double articles $GREP -E "\Wa an\W" -- game/*.twee | myprint "DoubleArticle" # Check for incorrect articles $GREP -i -E "\Wa (a|e|i|o|u)." -- game/*.twee | grep -a -i -vE "\Wa (un|eu|us|ut|on|ur|in)." | grep -a -i -vE "(&|<<s>>|UM)." | myprint "IncorrectArticle" $GREP -i -E "\Wan (b|c|d|f|g|j|k|l|m|n|p|q|r|s|t|v|w|x|y|z)\w." -- game/*.twee | grep -a -i -vE "[A-Z]{3}" | myprint "IncorrectArticle" # Check for $ sign mid-word $GREP -i "\w$\w" -- game/*.twee | myprint "VarSignMidWord" # check for $ sign at beginning of macro $GREP '<<\s*\$' -- 'game/*' | myprint "VarSignAtMacroStart" # check for missing ; before statement $GREP 'if $ ' -- 'game/*' | myprint "missing ; before statement" $GREP 'elseif $ ' -- 'game/*' | myprint "missing ; before statement" # Check that we do not have any variables that we use only once. e.g. $onlyUsedOnce # Ignore *Nationalities ( cd game/ cat $(find . -name "*.twee" ) | tr -c '$a-zA-Z' '\n' | sed -n '/^[$]/p' | grep -v "Nationalities" | sort | uniq -u | sed 's/^[$]/-e[$]/' | sed 's/$/\\\\W/' | xargs -r git grep -n --color | myprint "OnlyUsedOnce" cat $(find . -name "*.twee" ) | tr -c '.$a-zA-Z[]_' '\n' | sed 's/SugarCube\.State\.variables\./$/g' | sed -n -e 's/^[$]\(PC\|activeSlave\|\(slaves\|tanks\)\[[^]]*\]*\)[.]\([a-zA-Z]\+\).*$/[.]\3/p' | sort | uniq -u |sed 's/^\(.*\)$/-e\1\\\\\b/' | xargs -r git grep -n --color | myprint "SlaveAttributeUsedOnce" $GREP "\$\(PC\|activeSlave\|slaves\|tanks\)[.][^a-zA-Z]" | myprint "UnexpectedCharAfterDot" ) # Check that all the tags are properly opened and closed git ls-files "game/*.twee" | xargs -d '\n' ./devTools/check.py
fire2244/degrees
sanityCheck
none
unknown
6,614
# To customize your server, make a copy of this file to `.env` and edit any # values you want to change. Be sure to remove the `#` at the beginning of each # line you want to modify. # All values have reasonable defaults, so you only need to change the ones you # want to override. # Use production mode unless you are developing locally. NODE_ENV=production # Detail level of diagnostic logging. (trace | debug | info | warn | error) # LOG_LEVEL=info # ------------------------------------------------------------------------------ # General settings: # The title displayed on the info page. # SERVER_TITLE=Coom Tunnel # The route name used to proxy requests to APIs, relative to the Web site root. # PROXY_ENDPOINT_ROUTE=/proxy # Text model requests allowed per minute per user. # TEXT_MODEL_RATE_LIMIT=4 # Image model requests allowed per minute per user. # IMAGE_MODEL_RATE_LIMIT=2 # Max number of context tokens a user can request at once. # Increase this if your proxy allow GPT 32k or 128k context # MAX_CONTEXT_TOKENS_OPENAI=32768 # MAX_CONTEXT_TOKENS_ANTHROPIC=32768 # Max number of output tokens a user can request at once. # MAX_OUTPUT_TOKENS_OPENAI=1024 # MAX_OUTPUT_TOKENS_ANTHROPIC=1024 # Whether to show the estimated cost of consumed tokens on the info page. # SHOW_TOKEN_COSTS=false # Whether to automatically check API keys for validity. # Disabled by default in local development mode, but enabled in production. # CHECK_KEYS=true # Which model types users are allowed to access. # The following model families are recognized: # turbo | gpt4 | gpt4-32k | gpt4-turbo | gpt4o | o1 | dall-e | claude # | claude-opus | gemini-flash | gemini-pro | gemini-ultra | mistral-tiny | # | mistral-small | mistral-medium | mistral-large | aws-claude | # | aws-claude-opus | gcp-claude | gcp-claude-opus | azure-turbo | azure-gpt4 # | azure-gpt4-32k | azure-gpt4-turbo | azure-gpt4o | azure-o1 | azure-dall-e # By default, all models are allowed except for dall-e and o1. # To allow DALL-E image generation, uncomment the line below and add 'dall-e' or # 'azure-dall-e' to the list of allowed model families. # ALLOWED_MODEL_FAMILIES=turbo,gpt4,gpt4-32k,gpt4-turbo,gpt4o,claude,claude-opus,gemini-flash,gemini-pro,gemini-ultra,mistral-tiny,mistral-small,mistral-medium,mistral-large,aws-claude,aws-claude-opus,gcp-claude,gcp-claude-opus,azure-turbo,azure-gpt4,azure-gpt4-32k,azure-gpt4-turbo,azure-gpt4o # Which services can be used to process prompts containing images via multimodal # models. The following services are recognized: # openai | anthropic | aws | gcp | azure | google-ai | mistral-ai # Do not enable this feature unless all users are trusted, as you will be liable # for any user-submitted images containing illegal content. # By default, no image services are allowed and image prompts are rejected. # ALLOWED_VISION_SERVICES= # Whether prompts should be logged to Google Sheets. # Requires additional setup. See `docs/google-sheets.md` for more information. # PROMPT_LOGGING=false # Specifies the number of proxies or load balancers in front of the server. # For Cloudflare or Hugging Face deployments, the default of 1 is correct. # For any other deployments, please see config.ts as the correct configuration # depends on your setup. Misconfiguring this value can result in problems # accurately tracking IP addresses and enforcing rate limits. # TRUSTED_PROXIES=1 # Whether cookies should be set without the Secure flag, for hosts that don't # support SSL. True by default in development, false in production. # USE_INSECURE_COOKIES=false # Reorganizes requests in the queue according to their token count, placing # larger prompts further back. The penalty is determined by (promptTokens * # TOKENS_PUNISHMENT_FACTOR). A value of 1.0 adds one second per 1000 tokens. # When there is no queue or it is very short, the effect is negligible (this # setting only reorders the queue, it does not artificially delay requests). # TOKENS_PUNISHMENT_FACTOR=0.0 # Captcha verification settings. Refer to docs/pow-captcha.md for guidance. # CAPTCHA_MODE=none # POW_TOKEN_HOURS=24 # POW_TOKEN_MAX_IPS=2 # POW_DIFFICULTY_LEVEL=low # POW_CHALLENGE_TIMEOUT=30 # ------------------------------------------------------------------------------- # Blocking settings: # Allows blocking requests depending on content, referers, or IP addresses. # This is a convenience feature; if you need more robust functionality it is # highly recommended to put this application behind nginx or Cloudflare, as they # will have better performance. # IP addresses or CIDR blocks from which requests will be blocked. # IP_BLACKLIST=10.0.0.1/24 # URLs from which requests will be blocked. # BLOCKED_ORIGINS=reddit.com,9gag.com # Message to show when requests are blocked. # BLOCK_MESSAGE="You must be over the age of majority in your country to use this service." # Destination to redirect blocked requests to. # BLOCK_REDIRECT="https://roblox.com/" # Comma-separated list of phrases that will be rejected. Surround phrases with # quotes if they contain commas. You can use regular expression tokens. # Avoid overly broad phrases as will trigger on any match in the entire prompt. # REJECT_PHRASES="phrase one,phrase two,"phrase three, which has a comma",phrase four" # Message to show when requests are rejected. # REJECT_MESSAGE="You can't say that here." # ------------------------------------------------------------------------------ # Optional settings for user management, access control, and quota enforcement: # See `docs/user-management.md` for more information and setup instructions. # See `docs/user-quotas.md` to learn how to set up quotas. # Which access control method to use. (none | proxy_key | user_token) # GATEKEEPER=none # Which persistence method to use. (memory | firebase_rtdb) # GATEKEEPER_STORE=memory # Maximum number of unique IPs a user can connect from. (0 for unlimited) # MAX_IPS_PER_USER=0 # Whether user_tokens should be automatically disabled when reaching the IP limit. # MAX_IPS_AUTO_BAN=true # With user_token gatekeeper, whether to allow users to change their nickname. # ALLOW_NICKNAME_CHANGES=true # Default token quotas for each model family. (0 for unlimited) # Specify as TOKEN_QUOTA_MODEL_FAMILY=value (replacing dashes with underscores). # eg. TOKEN_QUOTA_TURBO=0, TOKEN_QUOTA_GPT4=1000000, TOKEN_QUOTA_GPT4_32K=100000 # "Tokens" for image-generation models are counted at a rate of 100000 tokens # per US$1.00 generated, which is similar to the cost of GPT-4 Turbo. # DALL-E 3 costs around US$0.10 per image (10000 tokens). # See `docs/dall-e-configuration.md` for more information. # TOKEN_QUOTA_DALL_E=0 # How often to refresh token quotas. (hourly | daily) # Leave unset to never automatically refresh quotas. # QUOTA_REFRESH_PERIOD=daily # ------------------------------------------------------------------------------- # HTTP agent settings: # If you need to change how the proxy makes requests to other servers, such # as when checking keys or forwarding users' requests to external services, # you can configure an alternative HTTP agent. Otherwise the default OS settings # will be used. # The name of the network interface to use. The first external IPv4 address # belonging to this interface will be used for outgoing requests. # HTTP_AGENT_INTERFACE=enp0s3 # The URL of a proxy server to use. Supports SOCKS4, SOCKS5, HTTP, and HTTPS. # Note that if your proxy server issues a self-signed certificate, you may need # NODE_EXTRA_CA_CERTS set to the path to your certificate. You will need to set # that variable in your environment, not in this file. # HTTP_AGENT_PROXY_URL=http://test:test@127.0.0.1:8000 # ------------------------------------------------------------------------------ # Secrets and keys: # For Huggingface, set them via the Secrets section in your Space's config UI. Dp not set them in .env. # For Render, create a "secret file" called .env using the Environment tab. # You can add multiple API keys by separating them with a comma. # For AWS credentials, separate the access key ID, secret key, and region with a colon. # For GCP credentials, separate the project ID, client email, region, and private key with a colon. OPENAI_KEY=sk-xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ANTHROPIC_KEY=sk-ant-xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx GOOGLE_AI_KEY=AIzaxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx # See `docs/aws-configuration.md` for more information, there may be additional steps required to set up AWS. AWS_CREDENTIALS=myaccesskeyid:mysecretkey:us-east-1,anotheraccesskeyid:anothersecretkey:us-west-2 # See `docs/azure-configuration.md` for more information, there may be additional steps required to set up Azure. AZURE_CREDENTIALS=azure-resource-name:deployment-id:api-key,another-azure-resource-name:another-deployment-id:another-api-key GCP_CREDENTIALS=project-id:client-email:region:private-key # With proxy_key gatekeeper, the password users must provide to access the API. # PROXY_KEY=your-secret-key # With user_token gatekeeper, the admin password used to manage users. # ADMIN_KEY=your-very-secret-key # Restrict access to the admin interface to specific IP addresses, specified # as a comma-separated list of CIDR ranges. # ADMIN_WHITELIST=0.0.0.0/0 # With firebase_rtdb gatekeeper storage, the Firebase project credentials. # FIREBASE_KEY=xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx # FIREBASE_RTDB_URL=https://xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.firebaseio.com # With prompt logging, the Google Sheets credentials. # GOOGLE_SHEETS_SPREADSHEET_ID=xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx # GOOGLE_SHEETS_KEY=xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
a1enjoyer/aboba
.env.example
example
unknown
9,691
*.7z filter=lfs diff=lfs merge=lfs -text *.arrow filter=lfs diff=lfs merge=lfs -text *.bin filter=lfs diff=lfs merge=lfs -text *.bz2 filter=lfs diff=lfs merge=lfs -text *.ckpt filter=lfs diff=lfs merge=lfs -text *.ftz filter=lfs diff=lfs merge=lfs -text *.gz filter=lfs diff=lfs merge=lfs -text *.h5 filter=lfs diff=lfs merge=lfs -text *.joblib filter=lfs diff=lfs merge=lfs -text *.lfs.* filter=lfs diff=lfs merge=lfs -text *.mlmodel filter=lfs diff=lfs merge=lfs -text *.model filter=lfs diff=lfs merge=lfs -text *.msgpack filter=lfs diff=lfs merge=lfs -text *.npy filter=lfs diff=lfs merge=lfs -text *.npz filter=lfs diff=lfs merge=lfs -text *.onnx filter=lfs diff=lfs merge=lfs -text *.ot filter=lfs diff=lfs merge=lfs -text *.parquet filter=lfs diff=lfs merge=lfs -text *.pb filter=lfs diff=lfs merge=lfs -text *.pickle filter=lfs diff=lfs merge=lfs -text *.pkl filter=lfs diff=lfs merge=lfs -text *.pt filter=lfs diff=lfs merge=lfs -text *.pth filter=lfs diff=lfs merge=lfs -text *.rar filter=lfs diff=lfs merge=lfs -text *.safetensors filter=lfs diff=lfs merge=lfs -text saved_model/**/* filter=lfs diff=lfs merge=lfs -text *.tar.* filter=lfs diff=lfs merge=lfs -text *.tflite filter=lfs diff=lfs merge=lfs -text *.tgz filter=lfs diff=lfs merge=lfs -text *.wasm filter=lfs diff=lfs merge=lfs -text *.xz filter=lfs diff=lfs merge=lfs -text *.zip filter=lfs diff=lfs merge=lfs -text *.zst filter=lfs diff=lfs merge=lfs -text *tfevents* filter=lfs diff=lfs merge=lfs -text
a1enjoyer/aboba
.gitattributes
Git
unknown
1,477
.aider* .env* !.env.vault .venv .vscode .idea build greeting.md node_modules http-client.private.env.json
a1enjoyer/aboba
.gitignore
Git
unknown
107
#!/usr/bin/env sh . "$(dirname -- "$0")/_/husky.sh" npm run type-check
a1enjoyer/aboba
.husky/pre-push
none
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72
{ "plugins": ["prettier-plugin-ejs"], "overrides": [ { "files": "*.ejs", "options": { "printWidth": 120, "bracketSameLine": true } } ], "trailingComma": "es5" }
a1enjoyer/aboba
.prettierrc
JSON
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# OAI Reverse Proxy Reverse proxy server for various LLM APIs. ### Table of Contents <!-- TOC --> * [OAI Reverse Proxy](#oai-reverse-proxy) * [Table of Contents](#table-of-contents) * [What is this?](#what-is-this) * [Features](#features) * [Usage Instructions](#usage-instructions) * [Personal Use (single-user)](#personal-use-single-user) * [Updating](#updating) * [Local Development](#local-development) * [Self-hosting](#self-hosting) * [Building](#building) * [Forking](#forking) <!-- TOC --> ## What is this? This project allows you to run a reverse proxy server for various LLM APIs. ## Features - [x] Support for multiple APIs - [x] [OpenAI](https://openai.com/) - [x] [Anthropic](https://www.anthropic.com/) - [x] [AWS Bedrock](https://aws.amazon.com/bedrock/) - [x] [Vertex AI (GCP)](https://cloud.google.com/vertex-ai/) - [x] [Google MakerSuite/Gemini API](https://ai.google.dev/) - [x] [Azure OpenAI](https://azure.microsoft.com/en-us/products/ai-services/openai-service) - [x] Translation from OpenAI-formatted prompts to any other API, including streaming responses - [x] Multiple API keys with rotation and rate limit handling - [x] Basic user management - [x] Simple role-based permissions - [x] Per-model token quotas - [x] Temporary user accounts - [x] Event audit logging - [x] Optional full logging of prompts and completions - [x] Abuse detection and prevention - [x] IP address and user token model invocation rate limits - [x] IP blacklists - [x] Proof-of-work challenge for access by anonymous users ## Usage Instructions If you'd like to run your own instance of this server, you'll need to deploy it somewhere and configure it with your API keys. A few easy options are provided below, though you can also deploy it to any other service you'd like if you know what you're doing and the service supports Node.js. ### Personal Use (single-user) If you just want to run the proxy server to use yourself without hosting it for others: 1. Install [Node.js](https://nodejs.org/en/download/) >= 18.0.0 2. Clone this repository 3. Create a `.env` file in the root of the project and add your API keys. See the [.env.example](./.env.example) file for an example. 4. Install dependencies with `npm install` 5. Run `npm run build` 6. Run `npm start` #### Updating You must re-run `npm install` and `npm run build` whenever you pull new changes from the repository. #### Local Development Use `npm run start:dev` to run the proxy in development mode with watch mode enabled. Use `npm run type-check` to run the type checker across the project. ### Self-hosting [See here for instructions on how to self-host the application on your own VPS or local machine and expose it to the internet for others to use.](./docs/self-hosting.md) **Ensure you set the `TRUSTED_PROXIES` environment variable according to your deployment.** Refer to [.env.example](./.env.example) and [config.ts](./src/config.ts) for more information. ## Building To build the project, run `npm run build`. This will compile the TypeScript code to JavaScript and output it to the `build` directory. You should run this whenever you pull new changes from the repository. Note that if you are trying to build the server on a very memory-constrained (<= 1GB) VPS, you may need to run the build with `NODE_OPTIONS=--max_old_space_size=2048 npm run build` to avoid running out of memory during the build process, assuming you have swap enabled. The application itself should run fine on a 512MB VPS for most reasonable traffic levels. ## Forking If you are forking the repository on GitGud, you may wish to disable GitLab CI/CD or you will be spammed with emails about failed builds due not having any CI runners. You can do this by going to *Settings > General > Visibility, project features, permissions* and then disabling the "CI/CD" feature.
a1enjoyer/aboba
README.md
Markdown
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* !.gitkeep
a1enjoyer/aboba
data/.gitignore
Git
unknown
12
a1enjoyer/aboba
data/user-files/.gitkeep
none
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0
stages: - build build_image: stage: build image: name: gcr.io/kaniko-project/executor:debug entrypoint: [""] script: - | if [ "$CI_COMMIT_REF_NAME" = "main" ]; then TAG="latest" else TAG=$CI_COMMIT_REF_NAME fi - echo "Building image with tag $TAG" - BASE64_AUTH=$(echo -n "$DOCKER_HUB_USERNAME:$DOCKER_HUB_ACCESS_TOKEN" | base64) - echo "{\"auths\":{\"https://index.docker.io/v1/\":{\"auth\":\"$BASE64_AUTH\"}}}" > /kaniko/.docker/config.json - /kaniko/executor --context $CI_PROJECT_DIR --dockerfile $CI_PROJECT_DIR/docker/ci/Dockerfile --destination docker.io/khanonci/oai-reverse-proxy:$TAG --build-arg CI_COMMIT_REF_NAME=$CI_COMMIT_REF_NAME --build-arg CI_COMMIT_SHA=$CI_COMMIT_SHA --build-arg CI_PROJECT_PATH=$CI_PROJECT_PATH only: - main
a1enjoyer/aboba
docker/ci/.gitlab-ci.yml
YAML
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FROM node:18-bullseye-slim WORKDIR /app COPY . . RUN npm ci RUN npm run build RUN npm prune --production EXPOSE 7860 ENV PORT=7860 ENV NODE_ENV=production ARG CI_COMMIT_REF_NAME ARG CI_COMMIT_SHA ARG CI_PROJECT_PATH ENV GITGUD_BRANCH=$CI_COMMIT_REF_NAME ENV GITGUD_COMMIT=$CI_COMMIT_SHA ENV GITGUD_PROJECT=$CI_PROJECT_PATH CMD [ "npm", "start" ]
a1enjoyer/aboba
docker/ci/Dockerfile
Dockerfile
unknown
352
# Before running this, create a .env and greeting.md file. # Refer to .env.example for the required environment variables. # User-generated content is stored in the data directory. # When self-hosting, it's recommended to run this behind a reverse proxy like # nginx or Caddy to handle SSL/TLS and rate limiting. Refer to # docs/self-hosting.md for more information and an example nginx config. version: '3.8' services: oai-reverse-proxy: image: khanonci/oai-reverse-proxy:latest ports: - "127.0.0.1:7860:7860" env_file: - ./.env volumes: - ./greeting.md:/app/greeting.md - ./data:/app/data
a1enjoyer/aboba
docker/docker-compose-selfhost.yml
YAML
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FROM node:18-bullseye-slim RUN apt-get update && \ apt-get install -y git RUN git clone https://gitgud.io/khanon/oai-reverse-proxy.git /app WORKDIR /app RUN chown -R 1000:1000 /app USER 1000 RUN npm install COPY Dockerfile greeting.md* .env* ./ RUN npm run build EXPOSE 7860 ENV NODE_ENV=production # Huggigface free VMs have 16GB of RAM so we can be greedy ENV NODE_OPTIONS="--max-old-space-size=12882" CMD [ "npm", "start" ]
a1enjoyer/aboba
docker/huggingface/Dockerfile
Dockerfile
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# syntax = docker/dockerfile:1.2 FROM node:18-bullseye-slim RUN apt-get update && \ apt-get install -y curl # Unlike Huggingface, Render can only deploy straight from a git repo and # doesn't allow you to create or modify arbitrary files via the web UI. # To use a greeting file, set `GREETING_URL` to a URL that points to a raw # text file containing your greeting, such as a GitHub Gist. # You may need to clear the build cache if you change the greeting, otherwise # Render will use the cached layer from the previous build. WORKDIR /app ARG GREETING_URL RUN if [ -n "$GREETING_URL" ]; then \ curl -sL "$GREETING_URL" > greeting.md; \ fi COPY . . RUN npm install RUN npm run build RUN --mount=type=secret,id=_env,dst=/etc/secrets/.env cat /etc/secrets/.env >> .env EXPOSE 10000 ENV NODE_ENV=production CMD [ "npm", "start" ]
a1enjoyer/aboba
docker/render/Dockerfile
Dockerfile
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openapi: 3.0.0 info: version: 1.0.0 title: User Management API paths: /admin/users: get: summary: List all users operationId: getUsers responses: "200": description: A list of users content: application/json: schema: type: object properties: users: type: array items: $ref: "#/components/schemas/User" count: type: integer format: int32 post: summary: Create a new user operationId: createUser requestBody: content: application/json: schema: oneOf: - type: object properties: type: type: string enum: ["normal", "special"] - type: object properties: type: type: string enum: ["temporary"] expiresAt: type: integer format: int64 tokenLimits: $ref: "#/components/schemas/TokenCount" responses: "200": description: The created user's token content: application/json: schema: type: object properties: token: type: string put: summary: Bulk upsert users operationId: bulkUpsertUsers requestBody: content: application/json: schema: type: object properties: users: type: array items: $ref: "#/components/schemas/User" responses: "200": description: The upserted users content: application/json: schema: type: object properties: upserted_users: type: array items: $ref: "#/components/schemas/User" count: type: integer format: int32 "400": description: Bad request content: application/json: schema: type: object properties: error: type: string /admin/users/{token}: get: summary: Get a user by token operationId: getUser parameters: - name: token in: path required: true schema: type: string responses: "200": description: A user content: application/json: schema: $ref: "#/components/schemas/User" "404": description: Not found content: application/json: schema: type: object properties: error: type: string put: summary: Update a user by token operationId: upsertUser parameters: - name: token in: path required: true schema: type: string requestBody: content: application/json: schema: $ref: "#/components/schemas/User" responses: "200": description: The updated user content: application/json: schema: $ref: "#/components/schemas/User" "400": description: Bad request content: application/json: schema: type: object properties: error: type: string delete: summary: Disables the user with the given token description: Optionally accepts a `disabledReason` query parameter. Returns the disabled user. parameters: - in: path name: token required: true schema: type: string description: The token of the user to disable - in: query name: disabledReason required: false schema: type: string description: The reason for disabling the user responses: '200': description: The disabled user content: application/json: schema: $ref: '#/components/schemas/User' '400': description: Bad request content: application/json: schema: type: object properties: error: type: string '404': description: Not found content: application/json: schema: type: object properties: error: type: string components: schemas: TokenCount: type: object properties: turbo: type: integer format: int32 gpt4: type: integer format: int32 "gpt4-32k": type: integer format: int32 claude: type: integer format: int32 User: type: object properties: token: type: string ip: type: array items: type: string nickname: type: string type: type: string enum: ["normal", "special"] promptCount: type: integer format: int32 tokenLimits: $ref: "#/components/schemas/TokenCount" tokenCounts: $ref: "#/components/schemas/TokenCount" createdAt: type: integer format: int64 lastUsedAt: type: integer format: int64 disabledAt: type: integer format: int64 disabledReason: type: string expiresAt: type: integer format: int64
a1enjoyer/aboba
docs/assets/openapi-admin-users.yaml
YAML
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# Configuring the proxy for AWS Bedrock The proxy supports AWS Bedrock models via the `/proxy/aws/claude` endpoint. There are a few extra steps necessary to use AWS Bedrock compared to the other supported APIs. - [Setting keys](#setting-keys) - [Attaching policies](#attaching-policies) - [Provisioning models](#provisioning-models) - [Note regarding logging](#note-regarding-logging) ## Setting keys Use the `AWS_CREDENTIALS` environment variable to set the AWS API keys. Like other APIs, you can provide multiple keys separated by commas. Each AWS key, however, is a set of credentials including the access key, secret key, and region. These are separated by a colon (`:`). For example: ``` AWS_CREDENTIALS=AKIA000000000000000:somesecretkey:us-east-1,AKIA111111111111111:anothersecretkey:us-west-2 ``` ## Attaching policies Unless your credentials belong to the root account, the principal will need to be granted the following permissions: - `bedrock:InvokeModel` - `bedrock:InvokeModelWithResponseStream` - `bedrock:GetModelInvocationLoggingConfiguration` - The proxy needs this to determine whether prompt/response logging is enabled. By default, the proxy won't use credentials unless it can conclusively determine that logging is disabled, for privacy reasons. Use the IAM console or the AWS CLI to attach these policies to the principal associated with the credentials. ## Provisioning models AWS does not automatically provide accounts with access to every model. You will need to provision the models you want to use, in the regions you want to use them in. You can do this from the AWS console. ⚠️ **Models are region-specific.** Currently AWS only offers Claude in a small number of regions. Switch to the AWS region you want to use, then go to the models page and request access to **Anthropic / Claude**. ![](./assets/aws-request-model-access.png) Access is generally granted more or less instantly. Once your account has access, you can enable the model by checking the box next to it. You can also request Claude Instant, but support for this isn't fully implemented yet. ### Supported model IDs Users can send these model IDs to the proxy to invoke the corresponding models. - **Claude** - `anthropic.claude-v1` (~18k context, claude 1.3 -- EOL 2024-02-28) - `anthropic.claude-v2` (~100k context, claude 2.0) - `anthropic.claude-v2:1` (~200k context, claude 2.1) - **Claude Instant** - `anthropic.claude-instant-v1` (~100k context, claude instant 1.2) ## Note regarding logging By default, the proxy will refuse to use keys if it finds that logging is enabled, or if it doesn't have permission to check logging status. If you can't attach the `bedrock:GetModelInvocationLoggingConfiguration` policy to the principal, you can set the `ALLOW_AWS_LOGGING` environment variable to `true` to force the proxy to use the keys anyway. A warning will appear on the info page when this is enabled.
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docs/aws-configuration.md
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# Configuring the proxy for Azure The proxy supports Azure OpenAI Service via the `/proxy/azure/openai` endpoint. The process of setting it up is slightly different from regular OpenAI. - [Setting keys](#setting-keys) - [Model assignment](#model-assignment) ## Setting keys Use the `AZURE_CREDENTIALS` environment variable to set the Azure API keys. Like other APIs, you can provide multiple keys separated by commas. Each Azure key, however, is a set of values including the Resource Name, Deployment ID, and API key. These are separated by a colon (`:`). For example: ``` AZURE_CREDENTIALS=contoso-ml:gpt4-8k:0123456789abcdef0123456789abcdef,northwind-corp:testdeployment:0123456789abcdef0123456789abcdef ``` ## Model assignment Note that each Azure deployment is assigned a model when you create it in the Azure OpenAI Service portal. If you want to use a different model, you'll need to create a new deployment, and therefore a new key to be added to the AZURE_CREDENTIALS environment variable. Each credential only grants access to one model. ### Supported model IDs Users can send normal OpenAI model IDs to the proxy to invoke the corresponding models. For the most part they work the same with Azure. GPT-3.5 Turbo has an ID of "gpt-35-turbo" because Azure doesn't allow periods in model names, but the proxy should automatically convert this to the correct ID. As noted above, you can only use model IDs for which a deployment has been created and added to the proxy. ## On content filtering Be aware that all Azure OpenAI Service deployments have content filtering enabled by default at a Medium level. Prompts or responses which are deemed to be inappropriate will be rejected by the API. This is a feature of the Azure OpenAI Service and not the proxy. You can disable this from deployment's settings within Azure, but you would need to request an exemption from Microsoft for your organization first. See [this page](https://learn.microsoft.com/en-us/azure/ai-services/openai/how-to/content-filters) for more information.
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docs/azure-configuration.md
Markdown
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# Configuring the proxy for DALL-E The proxy supports DALL-E 2 and DALL-E 3 image generation via the `/proxy/openai-images` endpoint. By default it is disabled as it is somewhat expensive and potentially more open to abuse than text generation. - [Updating your Dockerfile](#updating-your-dockerfile) - [Enabling DALL-E](#enabling-dall-e) - [Setting quotas](#setting-quotas) - [Rate limiting](#rate-limiting) ## Updating your Dockerfile If you are using a previous version of the Dockerfile supplied with the proxy, it doesn't have the necessary permissions to let the proxy save temporary files. You can replace the entire thing with the new Dockerfile at [./docker/huggingface/Dockerfile](../docker/huggingface/Dockerfile) (or the equivalent for Render deployments). You can also modify your existing Dockerfile; just add the following lines after the `WORKDIR` line: ```Dockerfile # Existing RUN git clone https://gitgud.io/khanon/oai-reverse-proxy.git /app WORKDIR /app # Take ownership of the app directory and switch to the non-root user RUN chown -R 1000:1000 /app USER 1000 # Existing RUN npm install ``` ## Enabling DALL-E Add `dall-e` to the `ALLOWED_MODEL_FAMILIES` environment variable to enable DALL-E. For example: ``` # GPT3.5 Turbo, GPT-4, GPT-4 Turbo, and DALL-E ALLOWED_MODEL_FAMILIES=turbo,gpt-4,gpt-4turbo,dall-e # All models as of this writing ALLOWED_MODEL_FAMILIES=turbo,gpt4,gpt4-32k,gpt4-turbo,claude,gemini-pro,aws-claude,dall-e ``` Refer to [.env.example](../.env.example) for a full list of supported model families. You can add `dall-e` to that list to enable all models. ## Setting quotas DALL-E doesn't bill by token like text generation models. Instead there is a fixed cost per image generated, depending on the model, image size, and selected quality. The proxy still uses tokens to set quotas for users. The cost for each generated image will be converted to "tokens" at a rate of 100000 tokens per US$1.00. This works out to a similar cost-per-token as GPT-4 Turbo, so you can use similar token quotas for both. Use `TOKEN_QUOTA_DALL_E` to set the default quota for image generation. Otherwise it works the same as token quotas for other models. ``` # ~50 standard DALL-E images per refresh period, or US$2.00 TOKEN_QUOTA_DALL_E=200000 ``` Refer to [https://openai.com/pricing](https://openai.com/pricing) for the latest pricing information. As of this writing, the cheapest DALL-E 3 image costs $0.04 per generation, which works out to 4000 tokens. Higher resolution and quality settings can cost up to $0.12 per image, or 12000 tokens. ## Rate limiting The old `MODEL_RATE_LIMIT` setting has been split into `TEXT_MODEL_RATE_LIMIT` and `IMAGE_MODEL_RATE_LIMIT`. Whatever value you previously set for `MODEL_RATE_LIMIT` will be used for text models. If you don't specify a `IMAGE_MODEL_RATE_LIMIT`, it defaults to half of the `TEXT_MODEL_RATE_LIMIT`, to a minimum of 1 image per minute. ``` # 4 text generations per minute, 2 images per minute TEXT_MODEL_RATE_LIMIT=4 IMAGE_MODEL_RATE_LIMIT=2 ``` If a prompt is filtered by OpenAI's content filter, it won't count towards the rate limit. ## Hiding recent images By default, the proxy shows the last 12 recently generated images by users. You can hide this section by setting `SHOW_RECENT_IMAGES` to `false`.
a1enjoyer/aboba
docs/dall-e-configuration.md
Markdown
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# Deploy to Huggingface Space **⚠️ This method is no longer recommended. Please use the [self-hosting instructions](./self-hosting.md) instead.** This repository can be deployed to a [Huggingface Space](https://huggingface.co/spaces). This is a free service that allows you to run a simple server in the cloud. You can use it to safely share your OpenAI API key with a friend. ### 1. Get an API key - Go to [OpenAI](https://openai.com/) and sign up for an account. You can use a free trial key for this as long as you provide SMS verification. - Claude is not publicly available yet, but if you have access to it via the [Anthropic](https://www.anthropic.com/) closed beta, you can also use that key with the proxy. ### 2. Create an empty Huggingface Space - Go to [Huggingface](https://huggingface.co/) and sign up for an account. - Once logged in, [create a new Space](https://huggingface.co/new-space). - Provide a name for your Space and select "Docker" as the SDK. Select "Blank" for the template. - Click "Create Space" and wait for the Space to be created. ![Create Space](assets/huggingface-createspace.png) ### 3. Create an empty Dockerfile - Once your Space is created, you'll see an option to "Create the Dockerfile in your browser". Click that link. ![Create Dockerfile](assets/huggingface-dockerfile.png) - Paste the following into the text editor and click "Save". ```dockerfile FROM node:18-bullseye-slim RUN apt-get update && \ apt-get install -y git RUN git clone https://gitgud.io/khanon/oai-reverse-proxy.git /app WORKDIR /app RUN chown -R 1000:1000 /app USER 1000 RUN npm install COPY Dockerfile greeting.md* .env* ./ RUN npm run build EXPOSE 7860 ENV NODE_ENV=production ENV NODE_OPTIONS="--max-old-space-size=12882" CMD [ "npm", "start" ] ``` - Click "Commit new file to `main`" to save the Dockerfile. ![Commit](assets/huggingface-savedockerfile.png) ### 4. Set your API key as a secret - Click the Settings button in the top right corner of your repository. - Scroll down to the `Repository Secrets` section and click `New Secret`. ![Secrets](https://files.catbox.moe/irrp2p.png) - Enter `OPENAI_KEY` as the name and your OpenAI API key as the value. - For Claude, set `ANTHROPIC_KEY` instead. - You can use both types of keys at the same time if you want. ![New Secret](https://files.catbox.moe/ka6s1a.png) ### 5. Deploy the server - Your server should automatically deploy when you add the secret, but if not you can select `Factory Reboot` from that same Settings menu. ### 6. Share the link - The Service Info section below should show the URL for your server. You can share this with anyone to safely give them access to your API key. - Your friend doesn't need any API key of their own, they just need your link. # Optional ## Updating the server To update your server, go to the Settings menu and select `Factory Reboot`. This will pull the latest version of the code from GitHub and restart the server. Note that if you just perform a regular Restart, the server will be restarted with the same code that was running before. ## Adding a greeting message You can create a Markdown file called `greeting.md` to display a message on the Server Info page. This is a good place to put instructions for how to use the server. ## Customizing the server The server will be started with some default configuration, but you can override it by adding a `.env` file to your Space. You can use Huggingface's web editor to create a new `.env` file alongside your Dockerfile. Huggingface will restart your server automatically when you save the file. Here are some example settings: ```shell # Requests per minute per IP address MODEL_RATE_LIMIT=4 # Max tokens to request from OpenAI MAX_OUTPUT_TOKENS_OPENAI=256 # Max tokens to request from Anthropic (Claude) MAX_OUTPUT_TOKENS_ANTHROPIC=512 # Block prompts containing disallowed characters REJECT_DISALLOWED=false REJECT_MESSAGE="This content violates /aicg/'s acceptable use policy." ``` See `.env.example` for a full list of available settings, or check `config.ts` for details on what each setting does. ## Restricting access to the server If you want to restrict access to the server, you can set a `PROXY_KEY` secret. This key will need to be passed in the Authentication header of every request to the server, just like an OpenAI API key. Set the `GATEKEEPER` mode to `proxy_key`, and then set the `PROXY_KEY` variable to whatever password you want. Add this using the same method as the OPENAI_KEY secret above. Don't add this to your `.env` file because that file is public and anyone can see it. Example: ``` GATEKEEPER=proxy_key PROXY_KEY=your_secret_password ```
a1enjoyer/aboba
docs/deploy-huggingface.md
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# Deploy to Render.com **⚠️ This method is no longer supported or recommended and may not work. Please use the [self-hosting instructions](./self-hosting.md) instead.** Render.com offers a free tier that includes 750 hours of compute time per month. This is enough to run a single proxy instance 24/7. Instances shut down after 15 minutes without traffic but start up again automatically when a request is received. You can use something like https://app.checklyhq.com/ to ping your proxy every 15 minutes to keep it alive. ### 1. Create account - [Sign up for Render.com](https://render.com/) to create an account and access the dashboard. ### 2. Create a service using a Blueprint Render allows you to deploy and auutomatically configure a repository containing a [render.yaml](../render.yaml) file using its Blueprints feature. This is the easiest way to get started. - Click the **Blueprints** tab at the top of the dashboard. - Click **New Blueprint Instance**. - Under **Public Git repository**, enter `https://gitlab.com/khanon/oai-proxy`. - Note that this is not the GitGud repository, but a mirror on GitLab. - Click **Continue**. - Under **Blueprint Name**, enter a name. - Under **Branch**, enter `main`. - Click **Apply**. The service will be created according to the instructions in the `render.yaml` file. Don't wait for it to complete as it will fail due to missing environment variables. Instead, proceed to the next step. ### 3. Set environment variables - Return to the **Dashboard** tab. - Click the name of the service you just created, which may show as "Deploy failed". - Click the **Environment** tab. - Click **Add Secret File**. - Under **Filename**, enter `.env`. - Under **Contents**, enter all of your environment variables, one per line, in the format `NAME=value`. - For example, `OPENAI_KEY=sk-abc123`. - Click **Save Changes**. **IMPORTANT:** Set `TRUSTED_PROXIES=3`, otherwise users' IP addresses will not be recorded correctly (the server will see the IP address of Render's load balancer instead of the user's real IP address). The service will automatically rebuild and deploy with the new environment variables. This will take a few minutes. The link to your deployed proxy will appear at the top of the page. If you want to change the URL, go to the **Settings** tab of your Web Service and click the **Edit** button next to **Name**. You can also set a custom domain, though I haven't tried this yet. # Optional ## Updating the server To update your server, go to the page for your Web Service and click **Manual Deploy** > **Deploy latest commit**. This will pull the latest version of the code and redeploy the server. _If you have trouble with this, you can also try selecting **Clear build cache & deploy** instead from the same menu._ ## Adding a greeting message To show a greeting message on the Server Info page, set the `GREETING_URL` environment variable within Render to the URL of a Markdown file. This URL should point to a raw text file, not an HTML page. You can use a public GitHub Gist or GitLab Snippet for this. For example: `GREETING_URL=https://gitlab.com/-/snippets/2542011/raw/main/greeting.md`. You can change the title of the page by setting the `SERVER_TITLE` environment variable. Don't set `GREETING_URL` in the `.env` secret file you created earlier; it must be set in Render's environment variables section for it to work correctly. ## Customizing the server You can customize the server by editing the `.env` configuration you created earlier. Refer to [.env.example](../.env.example) for a list of all available configuration options. Further information can be found in the [config.ts](../src/config.ts) file.
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docs/deploy-render.md
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# Configuring the proxy for Vertex AI (GCP) The proxy supports GCP models via the `/proxy/gcp/claude` endpoint. There are a few extra steps necessary to use GCP compared to the other supported APIs. - [Setting keys](#setting-keys) - [Setup Vertex AI](#setup-vertex-ai) - [Supported model IDs](#supported-model-ids) ## Setting keys Use the `GCP_CREDENTIALS` environment variable to set the GCP API keys. Like other APIs, you can provide multiple keys separated by commas. Each GCP key, however, is a set of credentials including the project id, client email, region and private key. These are separated by a colon (`:`). For example: ``` GCP_CREDENTIALS=my-first-project:xxx@yyy.com:us-east5:-----BEGIN PRIVATE KEY-----xxx-----END PRIVATE KEY-----,my-first-project2:xxx2@yyy.com:us-east5:-----BEGIN PRIVATE KEY-----xxx-----END PRIVATE KEY----- ``` ## Setup Vertex AI 1. Go to [https://cloud.google.com/vertex-ai](https://cloud.google.com/vertex-ai) and sign up for a GCP account. ($150 free credits without credit card or $300 free credits with credit card, credits expire in 90 days) 2. Go to [https://console.cloud.google.com/marketplace/product/google/aiplatform.googleapis.com](https://console.cloud.google.com/marketplace/product/google/aiplatform.googleapis.com) to enable Vertex AI API. 3. Go to [https://console.cloud.google.com/vertex-ai](https://console.cloud.google.com/vertex-ai) and navigate to Model Garden to apply for access to the Claude models. 4. Create a [Service Account](https://console.cloud.google.com/projectselector/iam-admin/serviceaccounts/create?walkthrough_id=iam--create-service-account#step_index=1) , and make sure to grant the role of "Vertex AI User" or "Vertex AI Administrator". 5. On the service account page you just created, create a new key and select "JSON". The JSON file will be downloaded automatically. 6. The required credential is in the JSON file you just downloaded. ## Supported model IDs Users can send these model IDs to the proxy to invoke the corresponding models. - **Claude** - `claude-3-haiku@20240307` - `claude-3-sonnet@20240229` - `claude-3-opus@20240229` - `claude-3-5-sonnet@20240620`
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docs/gcp-configuration.md
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# Warning **I strongly suggest against using this feature with a Google account that you care about.** Depending on the content of the prompts people submit, Google may flag the spreadsheet as containing inappropriate content. This seems to prevent you from sharing that spreadsheet _or any others on the account. This happened with my throwaway account during testing; the existing shared spreadsheet continues to work but even completely new spreadsheets are flagged and cannot be shared. I'll be looking into alternative storage backends but you should not use this implementation with a Google account you care about, or even one remotely connected to your main accounts (as Google has a history of linking accounts together via IPs/browser fingerprinting). Use a VPN and completely isolated VM to be safe. # Configuring Google Sheets Prompt Logging This proxy can log incoming prompts and model responses to Google Sheets. Some configuration on the Google side is required to enable this feature. The APIs used are free, but you will need a Google account and a Google Cloud Platform project. NOTE: Concurrency is not supported. Don't connect two instances of the server to the same spreadsheet or bad things will happen. ## Prerequisites - A Google account - **USE A THROWAWAY ACCOUNT!** - A Google Cloud Platform project ### 0. Create a Google Cloud Platform Project _A Google Cloud Platform project is required to enable programmatic access to Google Sheets. If you already have a project, skip to the next step. You can also see the [Google Cloud Platform documentation](https://developers.google.com/workspace/guides/create-project) for more information._ - Go to the Google Cloud Platform Console and [create a new project](https://console.cloud.google.com/projectcreate). ### 1. Enable the Google Sheets API _The Google Sheets API must be enabled for your project. You can also see the [Google Sheets API documentation](https://developers.google.com/sheets/api/quickstart/nodejs) for more information._ - Go to the [Google Sheets API page](https://console.cloud.google.com/apis/library/sheets.googleapis.com) and click **Enable**, then fill in the form to enable the Google Sheets API for your project. <!-- TODO: Add screenshot of Enable page and describe filling out the form --> ### 2. Create a Service Account _A service account is required to authenticate the proxy to Google Sheets._ - Once the Google Sheets API is enabled, click the **Credentials** tab on the Google Sheets API page. - Click **Create credentials** and select **Service account**. - Provide a name for the service account and click **Done** (the second and third steps can be skipped). ### 3. Download the Service Account Key _Once your account is created, you'll need to download the key file and include it in the proxy's secrets configuration._ - Click the Service Account you just created in the list of service accounts for the API. - Click the **Keys** tab and click **Add key**, then select **Create new key**. - Select **JSON** as the key type and click **Create**. The JSON file will be downloaded to your computer. ### 4. Set the Service Account key as a Secret _The JSON key file must be set as a secret in the proxy's configuration. Because files cannot be included in the secrets configuration, you'll need to base64 encode the file's contents and paste the encoded string as the value of the `GOOGLE_SHEETS_KEY` secret._ - Open the JSON key file in a text editor and copy the contents. - Visit the [base64 encode/decode tool](https://www.base64encode.org/) and paste the contents into the box, then click **Encode**. - Copy the encoded string and paste it as the value of the `GOOGLE_SHEETS_KEY` secret in the deployment's secrets configuration. - **WARNING:** Don't reveal this string publically. The `.env` file is NOT private -- unless you're running the proxy locally, you should not use it to store secrets! ### 5. Create a new spreadsheet and share it with the service account _The service account must be given permission to access the logging spreadsheet. Each service account has a unique email address, which can be found in the JSON key file; share the spreadsheet with that email address just as you would share it with another user._ - Open the JSON key file in a text editor and copy the value of the `client_email` field. - Open the spreadsheet you want to log to, or create a new one, and click **File > Share**. - Paste the service account's email address into the **Add people or groups** field. Ensure the service account has **Editor** permissions, then click **Done**. ### 6. Set the spreadsheet ID as a Secret _The spreadsheet ID must be set as a secret in the proxy's configuration. The spreadsheet ID can be found in the URL of the spreadsheet. For example, the spreadsheet ID for `https://docs.google.com/spreadsheets/d/1X2Y3Z/edit#gid=0` is `1X2Y3Z`. The ID isn't necessarily a sensitive value if you intend for the spreadsheet to be public, but it's still recommended to set it as a secret._ - Copy the spreadsheet ID and paste it as the value of the `GOOGLE_SHEETS_SPREADSHEET_ID` secret in the deployment's secrets configuration.
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docs/logging-sheets.md
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# Proof-of-work Verification You can require users to complete a proof-of-work before they can access the proxy. This can increase the cost of denial of service attacks and slow down automated abuse. When configured, users access the challenge UI and request a token. The server sends a challenge to the client, which asks the user's browser to find a solution to the challenge that meets a certain constraint (the difficulty level). Once the user has found a solution, they can submit it to the server and get a user token valid for a period you specify. The proof-of-work challenge uses the argon2id hash function. ## Configuration To enable proof-of-work verification, set the following environment variables: ``` GATEKEEPER=user_token CAPTCHA_MODE=proof_of_work # Validity of the token in hours POW_TOKEN_HOURS=24 # Max number of IPs that can use a user_token issued via proof-of-work POW_TOKEN_MAX_IPS=2 # The difficulty level of the proof-of-work challenge. You can use one of the # predefined levels specified below, or you can specify a custom number of # expected hash iterations. POW_DIFFICULTY_LEVEL=low # The time limit for solving the challenge, in minutes POW_CHALLENGE_TIMEOUT=30 ``` ## Difficulty Levels The difficulty level controls how long, on average, it will take for a user to solve the proof-of-work challenge. Due to randomness, the actual time can very significantly; lucky users may solve the challenge in a fraction of the average time, while unlucky users may take much longer. The difficulty level doesn't affect the speed of the hash function itself, only the number of hashes that will need to be computed. Therefore, the time required to complete the challenge scales linearly with the difficulty level's iteration count. You can adjust the difficulty level while the proxy is running from the admin interface. Be aware that there is a time limit for solving the challenge, by default set to 30 minutes. Above 'high' difficulty, you will probably need to increase the time limit or it will be very hard for users with slow devices to find a solution within the time limit. ### Low - Average of 200 iterations required - Default setting. ### Medium - Average of 900 iterations required ### High - Average of 1900 iterations required ### Extreme - Average of 4000 iterations required - Not recommended unless you are expecting very high levels of abuse - May require increasing `POW_CHALLENGE_TIMEOUT` ### Custom Setting `POW_DIFFICULTY_LEVEL` to an integer will use that number of iterations as the difficulty level. ## Other challenge settings - `POW_CHALLENGE_TIMEOUT`: The time limit for solving the challenge, in minutes. Default is 30. - `POW_TOKEN_HOURS`: The period of time for which a user token issued via proof- of-work can be used. Default is 24 hours. Starts when the challenge is solved. - `POW_TOKEN_MAX_IPS`: The maximum number of unique IPs that can use a single user token issued via proof-of-work. Default is 2. - `POW_TOKEN_PURGE_HOURS`: The period of time after which an expired user token issued via proof-of-work will be removed from the database. Until it is purged, users can refresh expired tokens by completing a half-difficulty challenge. Default is 48 hours. - `POW_MAX_TOKENS_PER_IP`: The maximum number of active user tokens that can be associated with a single IP address. After this limit is reached, the oldest token will be forcibly expired when a new token is issued. Set to 0 to disable this feature. Default is 0. ## Custom argon2id parameters You can set custom argon2id parameters for the proof-of-work challenge. Generally, you should not need to change these unless you have a specific reason to do so. The listed values are the defaults. ``` ARGON2_TIME_COST=8 ARGON2_MEMORY_KB=65536 ARGON2_PARALLELISM=1 ARGON2_HASH_LENGTH=32 ``` Increasing parallelism will not do much except increase memory consumption for both the client and server, because browser proof-of-work implementations are single-threaded. It's better to increase the time cost if you want to increase the difficulty. Increasing memory too much may cause memory exhaustion on some mobile devices, particularly on iOS due to the way Safari handles WebAssembly memory allocation. ## Tested hash rates These were measured with the default argon2id parameters listed above. These tests were not at all scientific so take them with a grain of salt. Safari does not like large WASM memory usage, so concurrency is limited to 4 to avoid overallocating memory on mobile WebKit browsers. Thermal throttling can also significantly reduce hash rates on mobile devices. - Intel Core i9-13900K (Chrome): 33-35 H/s - Intel Core i9-13900K (Firefox): 29-32 H/s - Intel Core i9-13900K (Chrome, in VM limited to 4 cores): 12.2 - 13.0 H/s - iPad Pro (M2) (Safari, 6 workers): 8.0 - 10 H/s - Thermal throttles early. 8 cores is normal concurrency, but unstable. - iPhone 15 Pro Max (Safari): 4.0 - 4.6 H/s - Samsung Galaxy S10e (Chrome): 3.6 - 3.8 H/s - This is a 2019 phone almost matching an iPhone five years newer because of bad Safari performance.
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docs/pow-captcha.md
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# Quick self-hosting guide Temporary guide for self-hosting. This will be improved in the future to provide more robust instructions and options. Provided commands are for Ubuntu. This uses prebuilt Docker images for convenience. If you want to make adjustments to the code you can instead clone the repo and follow the Local Development guide in the [README](../README.md). ## Table of Contents - [Requirements](#requirements) - [Running the application](#running-the-application) - [Setting up a reverse proxy](#setting-up-a-reverse-proxy) - [trycloudflare](#trycloudflare) - [nginx](#nginx) - [Example basic nginx configuration (no SSL)](#example-basic-nginx-configuration-no-ssl) - [Example with Cloudflare SSL](#example-with-cloudflare-ssl) - [Updating/Restarting the application](#updatingrestarting-the-application) ## Requirements - Docker - Docker Compose - A VPS with at least 512MB of RAM (1GB recommended) - A domain name If you don't have a VPS and domain name you can use TryCloudflare to set up a temporary URL that you can share with others. See [trycloudflare](#trycloudflare) for more information. ## Running the application - Install Docker and Docker Compose - Create a new directory for the application - This will contain your .env file, greeting file, and any user-generated files - Execute the following commands: - ``` touch .env touch greeting.md echo "OPENAI_KEY=your-openai-key" >> .env curl https://gitgud.io/khanon/oai-reverse-proxy/-/raw/main/docker/docker-compose-selfhost.yml -o docker-compose.yml ``` - You can set further environment variables and keys in the `.env` file. See [.env.example](../.env.example) for a list of available options. - You can set a custom greeting in `greeting.md`. This will be displayed on the homepage. - Run `docker compose up -d` You can check logs with `docker compose logs -n 100 -f`. The provided docker-compose file listens on port 7860 but binds to localhost only. You should use a reverse proxy to expose the application to the internet as described in the next section. ## Setting up a reverse proxy Rather than exposing the application directly to the internet, it is recommended to set up a reverse proxy. This will allow you to use HTTPS and add additional security measures. ### trycloudflare This will give you a temporary (72 hours) URL that you can use to let others connect to your instance securely, without having to set up a reverse proxy. If you are running the server on your home network, this is probably the best option. - Install `cloudflared` following the instructions at [try.cloudflare.com](https://try.cloudflare.com/). - Run `cloudflared tunnel --url http://localhost:7860` - You will be given a temporary URL that you can share with others. If you have a VPS, you should use a proper reverse proxy like nginx instead for a more permanent solution which will allow you to use your own domain name, handle SSL, and add additional security/anti-abuse measures. ### nginx First, install nginx. - `sudo apt update && sudo apt install nginx` #### Example basic nginx configuration (no SSL) - `sudo nano /etc/nginx/sites-available/oai.conf` - ``` server { listen 80; server_name example.com; location / { proxy_pass http://localhost:7860; } } ``` - Replace `example.com` with your domain name. - Ctrl+X to exit, Y to save, Enter to confirm. - `sudo ln -s /etc/nginx/sites-available/oai.conf /etc/nginx/sites-enabled` - `sudo nginx -t` - This will check the configuration file for errors. - `sudo systemctl restart nginx` - This will restart nginx and apply the new configuration. #### Example with Cloudflare SSL This allows you to use a self-signed certificate on the server, and have Cloudflare handle client SSL. You need to have a Cloudflare account and have your domain set up with Cloudflare already, pointing to your server's IP address. - Set Cloudflare to use Full SSL mode. Since we are using a self-signed certificate, don't use Full (strict) mode. - Create a self-signed certificate: - `openssl req -x509 -nodes -days 365 -newkey rsa:2048 -keyout /etc/ssl/private/nginx-selfsigned.key -out /etc/ssl/certs/nginx-selfsigned.crt` - `sudo nano /etc/nginx/sites-available/oai.conf` - ``` server { listen 443 ssl; server_name yourdomain.com www.yourdomain.com; ssl_certificate /etc/ssl/certs/nginx-selfsigned.crt; ssl_certificate_key /etc/ssl/private/nginx-selfsigned.key; # Only allow inbound traffic from Cloudflare allow 173.245.48.0/20; allow 103.21.244.0/22; allow 103.22.200.0/22; allow 103.31.4.0/22; allow 141.101.64.0/18; allow 108.162.192.0/18; allow 190.93.240.0/20; allow 188.114.96.0/20; allow 197.234.240.0/22; allow 198.41.128.0/17; allow 162.158.0.0/15; allow 104.16.0.0/13; allow 104.24.0.0/14; allow 172.64.0.0/13; allow 131.0.72.0/22; deny all; location / { proxy_pass http://localhost:7860; proxy_http_version 1.1; proxy_set_header Upgrade $http_upgrade; proxy_set_header Connection 'upgrade'; proxy_set_header Host $host; proxy_cache_bypass $http_upgrade; } ssl_protocols TLSv1.2 TLSv1.3; ssl_ciphers 'ECDHE-ECDSA-AES128-GCM-SHA256:ECDHE-RSA-AES128-GCM-SHA256'; ssl_prefer_server_ciphers on; ssl_session_cache shared:SSL:10m; } ``` - Replace `yourdomain.com` with your domain name. - Ctrl+X to exit, Y to save, Enter to confirm. - `sudo ln -s /etc/nginx/sites-available/oai.conf /etc/nginx/sites-enabled` ## Updating/Restarting the application After making an .env change, you need to restart the application for it to take effect. - `docker compose down` - `docker compose up -d` To update the application to the latest version: - `docker compose pull` - `docker compose down` - `docker compose up -d` - `docker image prune -f`
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docs/self-hosting.md
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# User Management The proxy supports several different user management strategies. You can choose the one that best fits your needs by setting the `GATEKEEPER` environment variable. Several of these features require you to set secrets in your environment. If using Huggingface Spaces to deploy, do not set these in your `.env` file because that file is public and anyone can see it. ## Table of Contents - [No user management](#no-user-management-gatekeepernone) - [Single-password authentication](#single-password-authentication-gatekeeperproxy_key) - [Per-user authentication](#per-user-authentication-gatekeeperuser_token) - [Memory](#memory) - [Firebase Realtime Database](#firebase-realtime-database) - [Firebase setup instructions](#firebase-setup-instructions) - [Whitelisting admin IP addresses](#whitelisting-admin-ip-addresses) ## No user management (`GATEKEEPER=none`) This is the default mode. The proxy will not require any authentication to access the server and offers basic IP-based rate limiting and anti-abuse features. ## Single-password authentication (`GATEKEEPER=proxy_key`) This mode allows you to set a password that must be passed in the `Authentication` header of every request to the server as a bearer token. This is useful if you want to restrict access to the server, but don't want to create a separate account for every user. To set the password, create a `PROXY_KEY` secret in your environment. ## Per-user authentication (`GATEKEEPER=user_token`) This mode allows you to provision separate Bearer tokens for each user. You can manage users via the /admin/users via REST or through the admin interface at `/admin`. To begin, set `ADMIN_KEY` to a secret value. This will be used to authenticate requests to the REST API or to log in to the UI. [You can find an OpenAPI specification for the /admin/users REST API here.](openapi-admin-users.yaml) By default, the proxy will store user data in memory. Naturally, this means that user data will be lost when the proxy is restarted, though you can use the user import/export feature to save and restore user data manually or via a script. However, the proxy also supports persisting user data to an external data store with some additional configuration. Below are the supported data stores and their configuration options. ### Memory This is the default data store (`GATEKEEPER_STORE=memory`) User data will be stored in memory and will be lost when the server is restarted. You are responsible for exporting and re-importing user data after a restart. ### Firebase Realtime Database To use Firebase Realtime Database to persist user data, set the following environment variables: - `GATEKEEPER_STORE`: Set this to `firebase_rtdb` - **Secret** `FIREBASE_RTDB_URL`: The URL of your Firebase Realtime Database, e.g. `https://my-project-default-rtdb.firebaseio.com` - **Secret** `FIREBASE_KEY`: A base-64 encoded service account key for your Firebase project. Refer to the instructions below for how to create this key. **Firebase setup instructions** 1. Go to the [Firebase console](https://console.firebase.google.com/) and click "Add project", then follow the prompts to create a new project. 2. From the **Project Overview** page, click **All products** in the left sidebar, then click **Realtime Database**. 3. Click **Create database** and choose **Start in test mode**. Click **Enable**. - Test mode is fine for this use case as it still requires authentication to access the database. You may wish to set up more restrictive rules if you plan to use the database for other purposes. - The reference URL for the database will be displayed on the page. You will need this later. 4. Click the gear icon next to **Project Overview** in the left sidebar, then click **Project settings**. 5. Click the **Service accounts** tab, then click **Generate new private key**. 6. The downloaded file contains your key. Encode it as base64 and set it as the `FIREBASE_KEY` secret in your environment. 7. Set `FIREBASE_RTDB_URL` to the reference URL of your Firebase Realtime Database, e.g. `https://my-project-default-rtdb.firebaseio.com`. 8. Set `GATEKEEPER_STORE` to `firebase_rtdb` in your environment if you haven't already. The proxy server will attempt to connect to your Firebase Realtime Database at startup and will throw an error if it cannot connect. If you see this error, check that your `FIREBASE_RTDB_URL` and `FIREBASE_KEY` secrets are set correctly. ## Whitelisting admin IP addresses You can add your own IP ranges to the `ADMIN_WHITELIST` environment variable for additional security. You can provide a comma-separated list containing individual IPv4 or IPv6 addresses, or CIDR ranges. To whitelist an entire IP range, use CIDR notation. For example, `192.168.0.1/24` would whitelist all addresses from `192.168.0.0` to `192.168.0.255`. To disable the whitelist, set `ADMIN_WHITELIST=0.0.0.0/0,::0`, which will allow access from any IPv4 or IPv6 address. This is the default behavior.
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docs/user-management.md
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# User Quotas When using `user_token` authentication, you can set (model) token quotas for user. These quotas are enforced by the proxy server and are separate from the quotas enforced by OpenAI. You can set the default quota via environment variables. Quotas are enforced on a per-model basis, and count both prompt tokens and completion tokens. By default, all quotas are disabled. Set the following environment variables to set the default quotas: - `TOKEN_QUOTA_TURBO` - `TOKEN_QUOTA_GPT4` - `TOKEN_QUOTA_CLAUDE` Quotas only apply to `normal`-type users; `special`-type users are exempt from quotas. You can change users' types via the REST API. **Note that changes to these environment variables will only apply to newly created users.** To modify existing users' quotas, use the REST API or the admin UI. ## Automatically refreshing quotas You can use the `QUOTA_REFRESH_PERIOD` environment variable to automatically refresh users' quotas periodically. This is useful if you want to give users a certain number of tokens per day, for example. The entire quota will be refreshed at the start of the specified period, and any tokens a user has not used will not be carried over. Quotas for all models and users will be refreshed. If you haven't set `TOKEN_QUOTA_*` for a particular model, quotas for that model will not be refreshed (so any manually set quotas will not be overwritten). Set the `QUOTA_REFRESH_PERIOD` environment variable to one of the following values: - `daily` (at midnight) - `hourly` - leave unset to disable automatic refreshing You can also use a cron expression, for example: - Every 45 seconds: `"*/45 * * * * *"` - Every 30 minutes: `"*/30 * * * *"` - Every 6 hours: `"0 */6 * * *"` - Every 3 days: `"0 0 */3 * *"` - Daily, but at mid-day: `"0 12 * * *"` Make sure to enclose the cron expression in quotation marks. All times are in the server's local time zone. Refer to [crontab.guru](https://crontab.guru/) for more examples.
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docs/user-quotas.md
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{ "dev": { "proxy-host": "http://localhost:7860", "oai-key-1": "override in http-client.private.env.json", "proxy-key": "override in http-client.private.env.json", "azu-resource-name": "override in http-client.private.env.json", "azu-deployment-id": "override in http-client.private.env.json" } }
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http-client.env.json
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a1enjoyer/aboba
package-lock.json
JSON
unknown
264,775
{ "name": "oai-reverse-proxy", "version": "1.0.0", "description": "Reverse proxy for the OpenAI API", "scripts": { "build": "tsc && copyfiles -u 1 src/**/*.ejs build", "database:migrate": "ts-node scripts/migrate.ts", "postinstall": "patch-package", "prepare": "husky install", "start": "node --trace-deprecation --trace-warnings build/server.js", "start:dev": "nodemon --watch src --exec ts-node --transpile-only src/server.ts", "start:debug": "ts-node --inspect --transpile-only src/server.ts", "start:watch": "nodemon --require source-map-support/register build/server.js", "type-check": "tsc --noEmit" }, "engines": { "node": ">=18.0.0" }, "author": "", "license": "MIT", "dependencies": { "@anthropic-ai/tokenizer": "^0.0.4", "@aws-crypto/sha256-js": "^5.2.0", "@huggingface/jinja": "^0.3.0", "@node-rs/argon2": "^1.8.3", "@smithy/eventstream-codec": "^2.1.3", "@smithy/eventstream-serde-node": "^2.1.3", "@smithy/protocol-http": "^3.2.1", "@smithy/signature-v4": "^2.1.3", "@smithy/util-utf8": "^2.1.1", "axios": "^1.7.4", "better-sqlite3": "^10.0.0", "check-disk-space": "^3.4.0", "cookie-parser": "^1.4.6", "copyfiles": "^2.4.1", "cors": "^2.8.5", "csrf-csrf": "^2.3.0", "dotenv": "^16.3.1", "ejs": "^3.1.10", "express": "^4.19.3", "express-session": "^1.17.3", "firebase-admin": "^12.5.0", "glob": "^10.3.12", "googleapis": "^122.0.0", "http-proxy": "1.18.1", "http-proxy-middleware": "^3.0.2", "ipaddr.js": "^2.1.0", "memorystore": "^1.6.7", "multer": "^1.4.5-lts.1", "node-schedule": "^2.1.1", "patch-package": "^8.0.0", "pino": "^8.11.0", "pino-http": "^8.3.3", "proxy-agent": "^6.4.0", "sanitize-html": "^2.13.0", "sharp": "^0.32.6", "showdown": "^2.1.0", "source-map-support": "^0.5.21", "stream-json": "^1.8.0", "tiktoken": "^1.0.10", "tinyws": "^0.1.0", "uuid": "^9.0.0", "zlib": "^1.0.5", "zod": "^3.22.3", "zod-error": "^1.5.0" }, "devDependencies": { "@smithy/types": "^3.3.0", "@types/better-sqlite3": "^7.6.10", "@types/cookie-parser": "^1.4.3", "@types/cors": "^2.8.13", "@types/express": "^4.17.17", "@types/express-session": "^1.17.7", "@types/multer": "^1.4.7", "@types/node-schedule": "^2.1.0", "@types/sanitize-html": "^2.9.0", "@types/showdown": "^2.0.0", "@types/stream-json": "^1.7.7", "@types/uuid": "^9.0.1", "concurrently": "^8.0.1", "esbuild": "^0.17.16", "esbuild-register": "^3.4.2", "husky": "^8.0.3", "nodemon": "^3.0.1", "pino-pretty": "^10.2.3", "prettier": "^3.0.3", "prettier-plugin-ejs": "^1.0.3", "ts-node": "^10.9.1", "typescript": "^5.4.2" }, "overrides": { "node-fetch@2.x": { "whatwg-url": "14.x" } } }
a1enjoyer/aboba
package.json
JSON
unknown
2,899
# Patches Contains monkey patches for certain packages, applied using `patch-package`. ## `http-proxy+1.18.1.patch` Modifies the `http-proxy` package to work around an incompatibility with body-parser and SOCKS5 proxies due to some esoteric stream handling behavior when `socks-proxy-agent` is used instead of a generic http.Agent. Modification involves adjusting the `buffer` property on ProxyServer's `options` object to be a function that returns a stream instead of a stream itself. This allows us to give it a function which produces a new Readable from the already- parsed request body. With the old implementation we would need to create an entirely new ProxyServer instance for each request, which is not ideal under heavy load. `http-proxy` hasn't been updated in six years so it's unlikely that this patch will be broken by future updates, but it's stil pinned to 1.18.1 for now. ### See also https://github.com/chimurai/http-proxy-middleware/issues/40 https://github.com/chimurai/http-proxy-middleware/issues/299 https://github.com/http-party/node-http-proxy/pull/1027
a1enjoyer/aboba
patches/README.md
Markdown
unknown
1,085
diff --git a/node_modules/http-proxy/lib/http-proxy/passes/web-incoming.js b/node_modules/http-proxy/lib/http-proxy/passes/web-incoming.js index 7ae7355..c825c27 100644 --- a/node_modules/http-proxy/lib/http-proxy/passes/web-incoming.js +++ b/node_modules/http-proxy/lib/http-proxy/passes/web-incoming.js @@ -167,7 +167,7 @@ module.exports = { } } - (options.buffer || req).pipe(proxyReq); + (options.buffer(req) || req).pipe(proxyReq); proxyReq.on('response', function(proxyRes) { if(server) { server.emit('proxyRes', proxyRes, req, res); }
a1enjoyer/aboba
patches/http-proxy+1.18.1.patch
patch
unknown
576
/*! normalize.css v8.0.1 | MIT License | github.com/necolas/normalize.css */ /* Document ========================================================================== */ /** * 1. Correct the line height in all browsers. * 2. Prevent adjustments of font size after orientation changes in iOS. */ html { line-height: 1.15; /* 1 */ -webkit-text-size-adjust: 100%; /* 2 */ } /* Sections ========================================================================== */ /** * Remove the margin in all browsers. */ body { margin: 0; } /** * Render the `main` element consistently in IE. */ main { display: block; } /** * Correct the font size and margin on `h1` elements within `section` and * `article` contexts in Chrome, Firefox, and Safari. */ h1 { font-size: 2em; margin: 0.67em 0; } /* Grouping content ========================================================================== */ /** * 1. Add the correct box sizing in Firefox. * 2. Show the overflow in Edge and IE. */ hr { box-sizing: content-box; /* 1 */ height: 0; /* 1 */ overflow: visible; /* 2 */ } /** * 1. Correct the inheritance and scaling of font size in all browsers. * 2. Correct the odd `em` font sizing in all browsers. */ pre { font-family: monospace, monospace; /* 1 */ font-size: 1em; /* 2 */ } /* Text-level semantics ========================================================================== */ /** * Remove the gray background on active links in IE 10. */ a { background-color: transparent; } /** * 1. Remove the bottom border in Chrome 57- * 2. Add the correct text decoration in Chrome, Edge, IE, Opera, and Safari. */ abbr[title] { border-bottom: none; /* 1 */ text-decoration: underline; /* 2 */ text-decoration: underline dotted; /* 2 */ } /** * Add the correct font weight in Chrome, Edge, and Safari. */ b, strong { font-weight: bolder; } /** * 1. Correct the inheritance and scaling of font size in all browsers. * 2. Correct the odd `em` font sizing in all browsers. */ code, kbd, samp { font-family: monospace, monospace; /* 1 */ font-size: 1em; /* 2 */ } /** * Add the correct font size in all browsers. */ small { font-size: 80%; } /** * Prevent `sub` and `sup` elements from affecting the line height in * all browsers. */ sub, sup { font-size: 75%; line-height: 0; position: relative; vertical-align: baseline; } sub { bottom: -0.25em; } sup { top: -0.5em; } /* Embedded content ========================================================================== */ /** * Remove the border on images inside links in IE 10. */ img { border-style: none; } /* Forms ========================================================================== */ /** * 1. Change the font styles in all browsers. * 2. Remove the margin in Firefox and Safari. */ button, input, optgroup, select, textarea { font-family: inherit; /* 1 */ font-size: 100%; /* 1 */ line-height: 1.15; /* 1 */ margin: 0; /* 2 */ } /** * Show the overflow in IE. * 1. Show the overflow in Edge. */ button, input { /* 1 */ overflow: visible; } /** * Remove the inheritance of text transform in Edge, Firefox, and IE. * 1. Remove the inheritance of text transform in Firefox. */ button, select { /* 1 */ text-transform: none; } /** * Correct the inability to style clickable types in iOS and Safari. */ button, [type="button"], [type="reset"], [type="submit"] { -webkit-appearance: button; } /** * Remove the inner border and padding in Firefox. */ button::-moz-focus-inner, [type="button"]::-moz-focus-inner, [type="reset"]::-moz-focus-inner, [type="submit"]::-moz-focus-inner { border-style: none; padding: 0; } /** * Restore the focus styles unset by the previous rule. */ button:-moz-focusring, [type="button"]:-moz-focusring, [type="reset"]:-moz-focusring, [type="submit"]:-moz-focusring { outline: 1px dotted ButtonText; } /** * Correct the padding in Firefox. */ fieldset { padding: 0.35em 0.75em 0.625em; } /** * 1. Correct the text wrapping in Edge and IE. * 2. Correct the color inheritance from `fieldset` elements in IE. * 3. Remove the padding so developers are not caught out when they zero out * `fieldset` elements in all browsers. */ legend { box-sizing: border-box; /* 1 */ color: inherit; /* 2 */ display: table; /* 1 */ max-width: 100%; /* 1 */ padding: 0; /* 3 */ white-space: normal; /* 1 */ } /** * Add the correct vertical alignment in Chrome, Firefox, and Opera. */ progress { vertical-align: baseline; } /** * Remove the default vertical scrollbar in IE 10+. */ textarea { overflow: auto; } /** * 1. Add the correct box sizing in IE 10. * 2. Remove the padding in IE 10. */ [type="checkbox"], [type="radio"] { box-sizing: border-box; /* 1 */ padding: 0; /* 2 */ } /** * Correct the cursor style of increment and decrement buttons in Chrome. */ [type="number"]::-webkit-inner-spin-button, [type="number"]::-webkit-outer-spin-button { height: auto; } /** * 1. Correct the odd appearance in Chrome and Safari. * 2. Correct the outline style in Safari. */ [type="search"] { -webkit-appearance: textfield; /* 1 */ outline-offset: -2px; /* 2 */ } /** * Remove the inner padding in Chrome and Safari on macOS. */ [type="search"]::-webkit-search-decoration { -webkit-appearance: none; } /** * 1. Correct the inability to style clickable types in iOS and Safari. * 2. Change font properties to `inherit` in Safari. */ ::-webkit-file-upload-button { -webkit-appearance: button; /* 1 */ font: inherit; /* 2 */ } /* Interactive ========================================================================== */ /* * Add the correct display in Edge, IE 10+, and Firefox. */ details { display: block; } /* * Add the correct display in all browsers. */ summary { display: list-item; } /* Misc ========================================================================== */ /** * Add the correct display in IE 10+. */ template { display: none; } /** * Add the correct display in IE 10. */ [hidden] { display: none; }
a1enjoyer/aboba
public/css/reset.css
CSS
unknown
6,252
/* modified https://github.com/oxalorg/sakura */ html { font-size: 62.5%; font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, "Helvetica Neue", Arial, "Noto Sans", sans-serif; } body { font-size: 1.8rem; line-height: 1.618; max-width: 38em; margin: auto; color: #c9c9c9; background-color: #222222; padding: 13px; } @media (max-width: 684px) { body { font-size: 1.53rem; } } @media (max-width: 382px) { body { font-size: 1.35rem; } } h1, h2, h3, h4, h5, h6 { line-height: 1.1; font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, "Helvetica Neue", Arial, "Noto Sans", sans-serif; font-weight: 700; margin-top: 3rem; margin-bottom: 1.5rem; overflow-wrap: break-word; word-wrap: break-word; -ms-word-break: break-all; word-break: break-word; } h1 { font-size: 2.35em; } h2 { font-size: 2em; } h3 { font-size: 1.75em; } h4 { font-size: 1.5em; } h5 { font-size: 1.25em; } h6 { font-size: 1em; } p { margin-top: 0px; margin-bottom: 2.5rem; } small, sub, sup { font-size: 75%; } hr { border-color: #ffffff; } a { text-decoration: none; color: #ffffff; } a:visited { color: #e6e6e6; } a:hover { color: #c9c9c9; text-decoration: underline; } ul { padding-left: 1.4em; margin-top: 0px; margin-bottom: 2.5rem; } li { margin-bottom: 0.4em; } blockquote { margin-left: 0px; margin-right: 0px; padding-left: 1em; padding-top: 0.8em; padding-bottom: 0.8em; padding-right: 0.8em; border-left: 5px solid #ffffff; margin-bottom: 2.5rem; background-color: #4a4a4a; } blockquote p { margin-bottom: 0; } img, video { height: auto; max-width: 100%; margin-top: 0px; margin-bottom: 2.5rem; } pre { background-color: #4a4a4a; display: block; padding: 1em; overflow-x: auto; margin-top: 0px; margin-bottom: 2.5rem; font-size: 0.9em; } code, kbd, samp { font-size: 0.9em; padding: 0 0.5em; background-color: #4a4a4a; white-space: pre-wrap; } pre > code { padding: 0; background-color: transparent; white-space: pre; font-size: 1em; } table { text-align: justify; width: 100%; border-collapse: collapse; margin-bottom: 2rem; } td, th { padding: 0.5em; border-bottom: 1px solid #4a4a4a; } input, textarea { border: 1px solid #c9c9c9; } input:focus, textarea:focus { border: 1px solid #ffffff; } textarea { width: 100%; } .button, button, input[type="submit"], input[type="reset"], input[type="button"], input[type="file"]::file-selector-button { display: inline-block; padding: 5px 10px; text-align: center; text-decoration: none; white-space: nowrap; background-color: #ffffff; color: #222222; border-radius: 1px; border: 1px solid #ffffff; cursor: pointer; box-sizing: border-box; } .button[disabled], button[disabled], input[type="submit"][disabled], input[type="reset"][disabled], input[type="button"][disabled], input[type="file"][disabled] { cursor: default; opacity: 0.5; } .button:hover, button:hover, input[type="submit"]:hover, input[type="reset"]:hover, input[type="button"]:hover, input[type="file"]::file-selector-button:hover { background-color: #c9c9c9; color: #222222; outline: 0; } .button:focus-visible, button:focus-visible, input[type="submit"]:focus-visible, input[type="reset"]:focus-visible, input[type="button"]:focus-visible, input[type="file"]::file-selector-button:focus-visible { outline-style: solid; outline-width: 2px; } textarea, select, input { color: #c9c9c9; padding: 6px 10px; margin-bottom: 10px; background-color: #4a4a4a; border: 1px solid #4a4a4a; border-radius: 4px; box-shadow: none; box-sizing: border-box; } textarea:focus, select:focus, input:focus { border: 1px solid #ffffff; outline: 0; } input[type="checkbox"]:focus { outline: 1px dotted #ffffff; } label, legend, fieldset { display: block; margin-bottom: 0.5rem; font-weight: 600; }
a1enjoyer/aboba
public/css/sakura-dark.css
CSS
unknown
3,925
/* modified https://github.com/oxalorg/sakura */ :root { --accent-color: #4a4a4a; --accent-color-hover: #5a5a5a; --link-color: #58739c; --link-visted-color: #6f5e6f; } html { font-size: 62.5%; font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, "Helvetica Neue", Arial, "Noto Sans", sans-serif; } body { font-size: 1.8rem; line-height: 1.618; max-width: 38em; margin: auto; color: #4a4a4a; background-color: #f9f9f9; padding: 13px; } @media (max-width: 684px) { body { font-size: 1.53rem; } } @media (max-width: 382px) { body { font-size: 1.35rem; } } h1, h2, h3, h4, h5, h6 { line-height: 1.1; font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, "Helvetica Neue", Arial, "Noto Sans", sans-serif; font-weight: 700; margin-top: 3rem; margin-bottom: 1.5rem; overflow-wrap: break-word; word-wrap: break-word; -ms-word-break: break-all; word-break: break-word; } h1 { font-size: 2.35em; } h2 { font-size: 2em; } h3 { font-size: 1.75em; } h4 { font-size: 1.5em; } h5 { font-size: 1.25em; } h6 { font-size: 1em; } p { margin-top: 0; margin-bottom: 2.5rem; } small, sub, sup { font-size: 75%; } hr { border-color: var(--accent-color); } a { text-decoration: none; color: var(--link-color); } a:visited { color: var(--link-visted-color); } a:hover { color: var(--accent-color-hover); text-decoration: underline; } ul { padding-left: 1.4em; margin-top: 0; margin-bottom: 2.5rem; } li { margin-bottom: 0.4em; } blockquote { margin-left: 0; margin-right: 0; padding-left: 1em; padding-top: 0.8em; padding-bottom: 0.8em; padding-right: 0.8em; border-left: 5px solid var(--accent-color); margin-bottom: 2.5rem; background-color: #f1f1f1; } blockquote p { margin-bottom: 0; } img, video { height: auto; max-width: 100%; margin-top: 0; margin-bottom: 2.5rem; } pre { background-color: #f1f1f1; display: block; padding: 1em; overflow-x: auto; margin-top: 0; margin-bottom: 2.5rem; font-size: 0.9em; } code, kbd, samp { font-size: 0.9em; padding: 0 0.5em; background-color: #f1f1f1; white-space: pre-wrap; } pre > code { padding: 0; background-color: transparent; white-space: pre; font-size: 1em; } table { text-align: justify; width: 100%; border-collapse: collapse; margin-bottom: 2rem; } td, th { padding: 0.5em; border-bottom: 1px solid #f1f1f1; } input, textarea { border: 1px solid #4a4a4a; } input:focus, textarea:focus { border: 1px solid var(--accent-color); } textarea { width: 100%; } .button, button, input[type="submit"], input[type="reset"], input[type="button"], input[type="file"]::file-selector-button { display: inline-block; padding: 5px 10px; text-align: center; text-decoration: none; white-space: nowrap; background-color: var(--accent-color); color: #f9f9f9; border-radius: 2px; border: 1px solid var(--accent-color); cursor: pointer; box-sizing: border-box; } .button[disabled], button[disabled], input[type="submit"][disabled], input[type="reset"][disabled], input[type="button"][disabled], input[type="file"][disabled] { cursor: default; opacity: 0.5; } .button:hover, button:hover, input[type="submit"]:hover, input[type="reset"]:hover, input[type="button"]:hover, input[type="file"]::file-selector-button:hover { background-color: var(--accent-color-hover); color: #f9f9f9; outline: 0; } .button:focus-visible, button:focus-visible, input[type="submit"]:focus-visible, input[type="reset"]:focus-visible, input[type="button"]:focus-visible, input[type="file"]::file-selector-button:focus-visible { outline-style: solid; outline-width: 2px; } textarea, select, input { color: #4a4a4a; padding: 6px 10px; margin-bottom: 10px; background-color: #f1f1f1; border: 1px solid #f1f1f1; border-radius: 4px; box-shadow: none; box-sizing: border-box; } textarea:focus, select:focus, input:focus { border: 1px solid var(--accent-color); outline: 0; } input[type="checkbox"]:focus { outline: 1px dotted var(--accent-color); } label, legend, fieldset { display: block; margin-bottom: 0.5rem; font-weight: 600; }
a1enjoyer/aboba
public/css/sakura.css
CSS
unknown
4,187
importScripts( "https://cdn.jsdelivr.net/npm/hash-wasm@4.11.0/dist/argon2.umd.min.js" ); let active = false; let nonce = 0; let signature = ""; let lastNotify = 0; let hashesSinceLastNotify = 0; let params = { salt: null, hashLength: 0, iterations: 0, memorySize: 0, parallelism: 0, targetValue: BigInt(0), safariFix: false, }; self.onmessage = async (event) => { const { data } = event; switch (data.type) { case "stop": active = false; self.postMessage({ type: "paused", hashes: hashesSinceLastNotify }); return; case "start": active = true; signature = data.signature; nonce = data.nonce; const c = data.challenge; const salt = new Uint8Array(c.s.length / 2); for (let i = 0; i < c.s.length; i += 2) { salt[i / 2] = parseInt(c.s.slice(i, i + 2), 16); } params = { salt: salt, hashLength: c.hl, iterations: c.t, memorySize: c.m, parallelism: c.p, targetValue: BigInt(c.d.slice(0, -1)), safariFix: data.isMobileWebkit, }; console.log("Started", params); self.postMessage({ type: "started" }); setTimeout(solve, 0); break; } }; const doHash = async (password) => { const { salt, hashLength, iterations, memorySize, parallelism } = params; return await self.hashwasm.argon2id({ password, salt, hashLength, iterations, memorySize, parallelism, }); }; const checkHash = (hash) => { const { targetValue } = params; const hashValue = BigInt(`0x${hash}`); return hashValue <= targetValue; }; const solve = async () => { if (!active) { console.log("Stopped solver", nonce); return; } // Safari WASM doesn't like multiple calls in one worker const batchSize = 1; const batch = []; for (let i = 0; i < batchSize; i++) { batch.push(nonce++); } try { const results = await Promise.all( batch.map(async (nonce) => { const hash = await doHash(String(nonce)); return { hash, nonce }; }) ); hashesSinceLastNotify += batchSize; const solution = results.find(({ hash }) => checkHash(hash)); if (solution) { console.log("Solution found", solution, params.salt); self.postMessage({ type: "solved", nonce: solution.nonce }); active = false; } else { if (Date.now() - lastNotify >= 500) { console.log("Last nonce", nonce, "Hashes", hashesSinceLastNotify); self.postMessage({ type: "progress", hashes: hashesSinceLastNotify }); lastNotify = Date.now(); hashesSinceLastNotify = 0; } setTimeout(solve, 10); } } catch (error) { console.error("Error", error); const stack = error.stack; const debug = { stack, lastNonce: nonce, targetValue: params.targetValue, }; self.postMessage({ type: "error", error: error.message, debug }); active = false; } };
a1enjoyer/aboba
public/js/hash-worker.js
JavaScript
unknown
2,960
services: - type: web name: oai-proxy env: docker repo: https://gitlab.com/khanon/oai-proxy.git region: oregon plan: free branch: main healthCheckPath: /health dockerfilePath: ./docker/render/Dockerfile
a1enjoyer/aboba
render.yaml
YAML
unknown
240
import Database from "better-sqlite3"; import { DATABASE_VERSION, migrateDatabase } from "../src/shared/database"; import { logger } from "../src/logger"; import { config } from "../src/config"; const log = logger.child({ module: "scripts/migrate" }); async function runMigration() { let targetVersion = Number(process.argv[2]) || undefined; if (!targetVersion) { log.info("Enter target version or leave empty to use the latest version."); process.stdin.resume(); process.stdin.setEncoding("utf8"); const input = await new Promise<string>((resolve) => { process.stdin.on("data", (text) => { resolve((String(text) || "").trim()); }); }); process.stdin.pause(); targetVersion = Number(input); if (!targetVersion) { targetVersion = DATABASE_VERSION; } } const db = new Database(config.sqliteDataPath, { verbose: (msg, ...args) => log.debug({ args }, String(msg)), }); const currentVersion = db.pragma("user_version", { simple: true }); log.info({ currentVersion, targetVersion }, "Running migrations."); migrateDatabase(targetVersion, db); } runMigration().catch((error) => { log.error(error, "Migration failed."); process.exit(1); });
a1enjoyer/aboba
scripts/migrate.ts
TypeScript
unknown
1,225
# OAI Reverse Proxy ### # @name OpenAI -- Chat Completions POST https://api.openai.com/v1/chat/completions Authorization: Bearer {{oai-key-1}} Content-Type: application/json { "model": "gpt-3.5-turbo", "max_tokens": 30, "stream": false, "messages": [ { "role": "user", "content": "This is a test prompt." } ] } ### # @name OpenAI -- Text Completions POST https://api.openai.com/v1/completions Authorization: Bearer {{oai-key-1}} Content-Type: application/json { "model": "gpt-3.5-turbo-instruct", "max_tokens": 30, "stream": false, "prompt": "This is a test prompt where" } ### # @name OpenAI -- Create Embedding POST https://api.openai.com/v1/embeddings Authorization: Bearer {{oai-key-1}} Content-Type: application/json { "model": "text-embedding-ada-002", "input": "This is a test embedding input." } ### # @name OpenAI -- Get Organizations GET https://api.openai.com/v1/organizations Authorization: Bearer {{oai-key-1}} ### # @name OpenAI -- Get Models GET https://api.openai.com/v1/models Authorization: Bearer {{oai-key-1}} ### # @name Azure OpenAI -- Chat Completions POST https://{{azu-resource-name}}.openai.azure.com/openai/deployments/{{azu-deployment-id}}/chat/completions?api-version=2023-09-01-preview api-key: {{azu-key-1}} Content-Type: application/json { "max_tokens": 1, "stream": false, "messages": [ { "role": "user", "content": "This is a test prompt." } ] } ### # @name Proxy / OpenAI -- Get Models GET {{proxy-host}}/proxy/openai/v1/models Authorization: Bearer {{proxy-key}} ### # @name Proxy / OpenAI -- Native Chat Completions POST {{proxy-host}}/proxy/openai/chat/completions Authorization: Bearer {{proxy-key}} Content-Type: application/json { "model": "gpt-4-1106-preview", "max_tokens": 20, "stream": true, "temperature": 1, "seed": 123, "messages": [ { "role": "user", "content": "phrase one" } ] } ### # @name Proxy / OpenAI -- Native Text Completions POST {{proxy-host}}/proxy/openai/v1/turbo-instruct/chat/completions Authorization: Bearer {{proxy-key}} Content-Type: application/json { "model": "gpt-3.5-turbo-instruct", "max_tokens": 20, "temperature": 0, "prompt": "Genshin Impact is a game about", "stream": false } ### # @name Proxy / OpenAI -- Chat-to-Text API Translation # Accepts a chat completion request and reformats it to work with the text completion API. `model` is ignored. POST {{proxy-host}}/proxy/openai/turbo-instruct/chat/completions Authorization: Bearer {{proxy-key}} Content-Type: application/json { "model": "gpt-4", "max_tokens": 20, "stream": true, "messages": [ { "role": "user", "content": "What is the name of the fourth president of the united states?" }, { "role": "assistant", "content": "That would be George Washington." }, { "role": "user", "content": "I don't think that's right..." } ] } ### # @name Proxy / OpenAI -- Create Embedding POST {{proxy-host}}/proxy/openai/embeddings Authorization: Bearer {{proxy-key}} Content-Type: application/json { "model": "text-embedding-ada-002", "input": "This is a test embedding input." } ### # @name Proxy / Anthropic -- Native Completion (old API) POST {{proxy-host}}/proxy/anthropic/v1/complete Authorization: Bearer {{proxy-key}} anthropic-version: 2023-01-01 Content-Type: application/json { "model": "claude-v1.3", "max_tokens_to_sample": 20, "temperature": 0.2, "stream": true, "prompt": "What is genshin impact\n\n:Assistant:" } ### # @name Proxy / Anthropic -- Native Completion (2023-06-01 API) POST {{proxy-host}}/proxy/anthropic/v1/complete Authorization: Bearer {{proxy-key}} anthropic-version: 2023-06-01 Content-Type: application/json { "model": "claude-v1.3", "max_tokens_to_sample": 20, "temperature": 0.2, "stream": true, "prompt": "What is genshin impact\n\n:Assistant:" } ### # @name Proxy / Anthropic -- OpenAI-to-Anthropic API Translation POST {{proxy-host}}/proxy/anthropic/v1/chat/completions Authorization: Bearer {{proxy-key}} #anthropic-version: 2023-06-01 Content-Type: application/json { "model": "gpt-3.5-turbo", "max_tokens": 20, "stream": false, "temperature": 0, "messages": [ { "role": "user", "content": "What is genshin impact" } ] } ### # @name Proxy / AWS Claude -- Native Completion POST {{proxy-host}}/proxy/aws/claude/v1/complete Authorization: Bearer {{proxy-key}} anthropic-version: 2023-01-01 Content-Type: application/json { "model": "claude-v2", "max_tokens_to_sample": 10, "temperature": 0, "stream": true, "prompt": "What is genshin impact\n\n:Assistant:" } ### # @name Proxy / AWS Claude -- OpenAI-to-Anthropic API Translation POST {{proxy-host}}/proxy/aws/claude/chat/completions Authorization: Bearer {{proxy-key}} Content-Type: application/json { "model": "gpt-3.5-turbo", "max_tokens": 50, "stream": true, "messages": [ { "role": "user", "content": "What is genshin impact?" } ] } ### # @name Proxy / GCP Claude -- Native Completion POST {{proxy-host}}/proxy/gcp/claude/v1/complete Authorization: Bearer {{proxy-key}} anthropic-version: 2023-01-01 Content-Type: application/json { "model": "claude-v2", "max_tokens_to_sample": 10, "temperature": 0, "stream": true, "prompt": "What is genshin impact\n\n:Assistant:" } ### # @name Proxy / GCP Claude -- OpenAI-to-Anthropic API Translation POST {{proxy-host}}/proxy/gcp/claude/chat/completions Authorization: Bearer {{proxy-key}} Content-Type: application/json { "model": "gpt-3.5-turbo", "max_tokens": 50, "stream": true, "messages": [ { "role": "user", "content": "What is genshin impact?" } ] } ### # @name Proxy / Azure OpenAI -- Native Chat Completions POST {{proxy-host}}/proxy/azure/openai/chat/completions Authorization: Bearer {{proxy-key}} Content-Type: application/json { "model": "gpt-4", "max_tokens": 20, "stream": true, "temperature": 1, "seed": 2, "messages": [ { "role": "user", "content": "Hi what is the name of the fourth president of the united states?" }, { "role": "assistant", "content": "That would be George Washington." }, { "role": "user", "content": "That's not right." } ] } ### # @name Proxy / Google AI -- OpenAI-to-Google AI API Translation POST {{proxy-host}}/proxy/google-ai/v1/chat/completions Authorization: Bearer {{proxy-key}} Content-Type: application/json { "model": "gpt-4", "max_tokens": 42, "messages": [ { "role": "user", "content": "Hi what is the name of the fourth president of the united states?" } ] }
a1enjoyer/aboba
scripts/oai-reverse-proxy.http
http
unknown
6,723
import Database from "better-sqlite3"; import { v4 as uuidv4 } from "uuid"; import { config } from "../src/config"; function generateRandomIP() { return ( Math.floor(Math.random() * 255) + "." + Math.floor(Math.random() * 255) + "." + Math.floor(Math.random() * 255) + "." + Math.floor(Math.random() * 255) ); } function generateRandomDate() { const end = new Date(); const start = new Date(end); start.setDate(end.getDate() - 90); const randomDate = new Date( start.getTime() + Math.random() * (end.getTime() - start.getTime()) ); return randomDate.toISOString(); } function generateMockSHA256() { const characters = 'abcdef0123456789'; let hash = ''; for (let i = 0; i < 64; i++) { const randomIndex = Math.floor(Math.random() * characters.length); hash += characters[randomIndex]; } return hash; } function getRandomModelFamily() { const modelFamilies = [ "turbo", "gpt4", "gpt4-32k", "gpt4-turbo", "claude", "claude-opus", "gemini-pro", "mistral-tiny", "mistral-small", "mistral-medium", "mistral-large", "aws-claude", "aws-claude-opus", "gcp-claude", "gcp-claude-opus", "azure-turbo", "azure-gpt4", "azure-gpt4-32k", "azure-gpt4-turbo", "dall-e", "azure-dall-e", ]; return modelFamilies[Math.floor(Math.random() * modelFamilies.length)]; } (async () => { const db = new Database(config.sqliteDataPath); const numRows = 100; const insertStatement = db.prepare(` INSERT INTO events (type, ip, date, model, family, hashes, userToken, inputTokens, outputTokens) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?) `); const users = Array.from({ length: 10 }, () => uuidv4()); function getRandomUser() { return users[Math.floor(Math.random() * users.length)]; } const transaction = db.transaction(() => { for (let i = 0; i < numRows; i++) { insertStatement.run( "chat_completion", generateRandomIP(), generateRandomDate(), getRandomModelFamily() + "-" + Math.floor(Math.random() * 100), getRandomModelFamily(), Array.from( { length: Math.floor(Math.random() * 10) }, generateMockSHA256 ).join(","), getRandomUser(), Math.floor(Math.random() * 500), Math.floor(Math.random() * 6000) ); } }); transaction(); console.log(`Inserted ${numRows} rows into the events table.`); db.close(); })();
a1enjoyer/aboba
scripts/seed-events.ts
TypeScript
unknown
2,488
// uses the aws sdk to sign a request, then uses axios to send it to the bedrock REST API manually import axios from "axios"; import { Sha256 } from "@aws-crypto/sha256-js"; import { SignatureV4 } from "@smithy/signature-v4"; import { HttpRequest } from "@smithy/protocol-http"; const AWS_ACCESS_KEY_ID = process.env.AWS_ACCESS_KEY_ID!; const AWS_SECRET_ACCESS_KEY = process.env.AWS_SECRET_ACCESS_KEY!; // Copied from amazon bedrock docs // List models // ListFoundationModels // Service: Amazon Bedrock // List of Bedrock foundation models that you can use. For more information, see Foundation models in the // Bedrock User Guide. // Request Syntax // GET /foundation-models? // byCustomizationType=byCustomizationType&byInferenceType=byInferenceType&byOutputModality=byOutputModality&byProvider=byProvider // HTTP/1.1 // URI Request Parameters // The request uses the following URI parameters. // byCustomizationType (p. 38) // List by customization type. // Valid Values: FINE_TUNING // byInferenceType (p. 38) // List by inference type. // Valid Values: ON_DEMAND | PROVISIONED // byOutputModality (p. 38) // List by output modality type. // Valid Values: TEXT | IMAGE | EMBEDDING // byProvider (p. 38) // A Bedrock model provider. // Pattern: ^[a-z0-9-]{1,63}$ // Request Body // The request does not have a request body // Run inference on a text model // Send an invoke request to run inference on a Titan Text G1 - Express model. We set the accept // parameter to accept any content type in the response. // POST https://bedrock.us-east-1.amazonaws.com/model/amazon.titan-text-express-v1/invoke // -H accept: */* // -H content-type: application/json // Payload // {"inputText": "Hello world"} // Example response // Response for the above request. // -H content-type: application/json // Payload // <the model response> const AMZ_REGION = "us-east-1"; const AMZ_HOST = "invoke-bedrock.us-east-1.amazonaws.com"; async function listModels() { const httpRequest = new HttpRequest({ method: "GET", protocol: "https:", hostname: AMZ_HOST, path: "/foundation-models", headers: { ["Host"]: AMZ_HOST }, }); const signedRequest = await signRequest(httpRequest); const response = await axios.get( `https://${signedRequest.hostname}${signedRequest.path}`, { headers: signedRequest.headers } ); console.log(response.data); } async function invokeModel() { const model = "anthropic.claude-v1"; const httpRequest = new HttpRequest({ method: "POST", protocol: "https:", hostname: AMZ_HOST, path: `/model/${model}/invoke`, headers: { ["Host"]: AMZ_HOST, ["accept"]: "*/*", ["content-type"]: "application/json", }, body: JSON.stringify({ temperature: 0.5, prompt: "\n\nHuman:Hello world\n\nAssistant:", max_tokens_to_sample: 10, }), }); console.log("httpRequest", httpRequest); const signedRequest = await signRequest(httpRequest); const response = await axios.post( `https://${signedRequest.hostname}${signedRequest.path}`, signedRequest.body, { headers: signedRequest.headers } ); console.log(response.status); console.log(response.headers); console.log(response.data); console.log("full url", response.request.res.responseUrl); } async function signRequest(request: HttpRequest) { const signer = new SignatureV4({ sha256: Sha256, credentials: { accessKeyId: AWS_ACCESS_KEY_ID, secretAccessKey: AWS_SECRET_ACCESS_KEY, }, region: AMZ_REGION, service: "bedrock", }); return await signer.sign(request, { signingDate: new Date() }); } // listModels(); // invokeModel();
a1enjoyer/aboba
scripts/test-aws-signing.ts
TypeScript
unknown
3,669
const axios = require("axios"); const concurrentRequests = 75; const headers = { Authorization: "Bearer test", "Content-Type": "application/json", }; const payload = { model: "gpt-4", max_tokens: 1, stream: false, messages: [{ role: "user", content: "Hi" }], }; const makeRequest = async (i) => { try { const response = await axios.post( "http://localhost:7860/proxy/google-ai/v1/chat/completions", payload, { headers } ); console.log( `Req ${i} finished with status code ${response.status} and response:`, response.data ); } catch (error) { const msg = error.response console.error(`Error in req ${i}:`, error.message, msg || ""); } }; const executeRequestsConcurrently = () => { const promises = []; for (let i = 1; i <= concurrentRequests; i++) { console.log(`Starting request ${i}`); promises.push(makeRequest(i)); } Promise.all(promises).then(() => { console.log("All requests finished"); }); }; executeRequestsConcurrently();
a1enjoyer/aboba
scripts/test-concurrency.js
JavaScript
unknown
1,032
const axios = require("axios"); function randomInteger(max) { return Math.floor(Math.random() * max + 1); } async function testQueue() { const requests = Array(10).fill(undefined).map(async function() { const maxTokens = randomInteger(2000); const headers = { "Authorization": "Bearer test", "Content-Type": "application/json", "X-Forwarded-For": `${randomInteger(255)}.${randomInteger(255)}.${randomInteger(255)}.${randomInteger(255)}`, }; const payload = { model: "gpt-4o-mini-2024-07-18", max_tokens: 20 + maxTokens, stream: false, messages: [{role: "user", content: "You are being benchmarked regarding your reliability at outputting exact, machine-comprehensible data. Output the sentence \"The quick brown fox jumps over the lazy dog.\" Do not precede it with quotemarks or any form of preamble, and do not output anything after the sentence."}], temperature: 0, }; try { const response = await axios.post( "http://localhost:7860/proxy/openai/v1/chat/completions", payload, { headers } ); if (response.status !== 200) { console.error(`Request {$maxTokens} finished with status code ${response.status} and response`, response.data); return; } const content = response.data.choices[0].message.content; console.log( `Request ${maxTokens} `, content === "The quick brown fox jumps over the lazy dog." ? "OK" : `mangled: ${content}` ); } catch (error) { const msg = error.response; console.error(`Error in req ${maxTokens}:`, error.message, msg || ""); } }); await Promise.all(requests); console.log("All requests finished"); } testQueue();
a1enjoyer/aboba
scripts/test-queue.js
JavaScript
unknown
1,764
import { Router } from "express"; import { z } from "zod"; import { encodeCursor, decodeCursor } from "../../shared/utils"; import { eventsRepo } from "../../shared/database/repos/event"; const router = Router(); /** * Returns events for the given user token. * GET /admin/events/:token * @query first - The number of events to return. * @query after - The cursor to start returning events from (exclusive). */ router.get("/:token", (req, res) => { const schema = z.object({ token: z.string(), first: z.coerce.number().int().positive().max(200).default(25), after: z .string() .optional() .transform((v) => { try { return decodeCursor(v); } catch { return null; } }) .nullable(), sort: z.string().optional(), }); const args = schema.safeParse({ ...req.params, ...req.query }); if (!args.success) { return res.status(400).json({ error: args.error }); } const data = eventsRepo .getUserEvents(args.data.token, { limit: args.data.first, cursor: args.data.after, }) .map((e) => ({ node: e, cursor: encodeCursor(e.date) })); res.json({ data, endCursor: data[data.length - 1]?.cursor, }); }); export { router as eventsApiRouter };
a1enjoyer/aboba
src/admin/api/events.ts
TypeScript
unknown
1,277
import { Router } from "express"; import { z } from "zod"; import * as userStore from "../../shared/users/user-store"; import { parseSort, sortBy } from "../../shared/utils"; import { UserPartialSchema, UserSchema } from "../../shared/users/schema"; const router = Router(); /** * Returns a list of all users, sorted by prompt count and then last used time. * GET /admin/users */ router.get("/", (req, res) => { const sort = parseSort(req.query.sort) || ["promptCount", "lastUsedAt"]; const users = userStore.getUsers().sort(sortBy(sort, false)); res.json({ users, count: users.length }); }); /** * Returns the user with the given token. * GET /admin/users/:token */ router.get("/:token", (req, res) => { const user = userStore.getUser(req.params.token); if (!user) { return res.status(404).json({ error: "Not found" }); } res.json(user); }); /** * Creates a new user. * Optionally accepts a JSON body containing `type`, and for temporary-type * users, `tokenLimits` and `expiresAt` fields. * Returns the created user's token. * POST /admin/users */ router.post("/", (req, res) => { const body = req.body; const base = z.object({ type: UserSchema.shape.type.exclude(["temporary"]).default("normal"), }); const tempUser = base .extend({ type: z.literal("temporary"), expiresAt: UserSchema.shape.expiresAt, tokenLimits: UserSchema.shape.tokenLimits, }) .required(); const schema = z.union([base, tempUser]); const result = schema.safeParse(body); if (!result.success) { return res.status(400).json({ error: result.error }); } const token = userStore.createUser({ ...result.data }); res.json({ token }); }); /** * Updates the user with the given token, creating them if they don't exist. * Accepts a JSON body containing at least one field on the User type. * Returns the upserted user. * PUT /admin/users/:token */ router.put("/:token", (req, res) => { const result = UserPartialSchema.safeParse({ ...req.body, token: req.params.token, }); if (!result.success) { return res.status(400).json({ error: result.error }); } userStore.upsertUser(result.data); res.json(userStore.getUser(req.params.token)); }); /** * Bulk-upserts users given a list of User updates. * Accepts a JSON body with the field `users` containing an array of updates. * Returns an object containing the upserted users and the number of upserts. * PUT /admin/users */ router.put("/", (req, res) => { const result = z.array(UserPartialSchema).safeParse(req.body.users); if (!result.success) { return res.status(400).json({ error: result.error }); } const upserts = result.data.map((user) => userStore.upsertUser(user)); res.json({ upserted_users: upserts, count: upserts.length }); }); /** * Disables the user with the given token. Optionally accepts a `disabledReason` * query parameter. * Returns the disabled user. * DELETE /admin/users/:token */ router.delete("/:token", (req, res) => { const user = userStore.getUser(req.params.token); const disabledReason = z .string() .optional() .safeParse(req.query.disabledReason); if (!disabledReason.success) { return res.status(400).json({ error: disabledReason.error }); } if (!user) { return res.status(404).json({ error: "Not found" }); } userStore.disableUser(req.params.token, disabledReason.data); res.json(userStore.getUser(req.params.token)); }); export { router as usersApiRouter };
a1enjoyer/aboba
src/admin/api/users.ts
TypeScript
unknown
3,492
import { Request, Response, RequestHandler } from "express"; import { config } from "../config"; const ADMIN_KEY = config.adminKey; const failedAttempts = new Map<string, number>(); type AuthorizeParams = { via: "cookie" | "header" }; export const authorize: ({ via }: AuthorizeParams) => RequestHandler = ({ via }) => (req, res, next) => { const bearerToken = req.headers.authorization?.slice("Bearer ".length); const cookieToken = req.session.adminToken; const token = via === "cookie" ? cookieToken : bearerToken; const attempts = failedAttempts.get(req.ip) ?? 0; if (!ADMIN_KEY) { req.log.warn( { ip: req.ip }, `Blocked admin request because no admin key is configured` ); return res.status(401).json({ error: "Unauthorized" }); } if (attempts > 5) { req.log.warn( { ip: req.ip, token: bearerToken }, `Blocked admin request due to too many failed attempts` ); return res.status(401).json({ error: "Too many attempts" }); } if (token && token === ADMIN_KEY) { return next(); } req.log.warn( { ip: req.ip, attempts, invalidToken: String(token) }, `Attempted admin request with invalid token` ); return handleFailedLogin(req, res); }; function handleFailedLogin(req: Request, res: Response) { const attempts = failedAttempts.get(req.ip) ?? 0; const newAttempts = attempts + 1; failedAttempts.set(req.ip, newAttempts); if (req.accepts("json", "html") === "json") { return res.status(401).json({ error: "Unauthorized" }); } delete req.session.adminToken; req.session.flash = { type: "error", message: `Invalid admin key.` }; return res.redirect("/admin/login"); }
a1enjoyer/aboba
src/admin/auth.ts
TypeScript
unknown
1,735
import { Router } from "express"; const loginRouter = Router(); loginRouter.get("/login", (_req, res) => { res.render("admin_login"); }); loginRouter.post("/login", (req, res) => { req.session.adminToken = req.body.token; res.redirect("/admin"); }); loginRouter.get("/logout", (req, res) => { delete req.session.adminToken; res.redirect("/admin/login"); }); loginRouter.get("/", (req, res) => { if (req.session.adminToken) { return res.redirect("/admin/manage"); } res.redirect("/admin/login"); }); export { loginRouter };
a1enjoyer/aboba
src/admin/login.ts
TypeScript
unknown
549
import express, { Router } from "express"; import { createWhitelistMiddleware } from "../shared/cidr"; import { HttpError } from "../shared/errors"; import { injectCsrfToken, checkCsrfToken } from "../shared/inject-csrf"; import { injectLocals } from "../shared/inject-locals"; import { withSession } from "../shared/with-session"; import { config } from "../config"; import { renderPage } from "../info-page"; import { buildInfo } from "../service-info"; import { authorize } from "./auth"; import { loginRouter } from "./login"; import { eventsApiRouter } from "./api/events"; import { usersApiRouter } from "./api/users"; import { usersWebRouter as webRouter } from "./web/manage"; import { logger } from "../logger"; const adminRouter = Router(); const whitelist = createWhitelistMiddleware( "ADMIN_WHITELIST", config.adminWhitelist ); if (!whitelist.ranges.length && config.adminKey?.length) { logger.error("ADMIN_WHITELIST is empty. No admin requests will be allowed. Set 0.0.0.0/0 to allow all."); } adminRouter.use(whitelist); adminRouter.use( express.json({ limit: "20mb" }), express.urlencoded({ extended: true, limit: "20mb" }) ); adminRouter.use(withSession); adminRouter.use(injectCsrfToken); adminRouter.use("/users", authorize({ via: "header" }), usersApiRouter); adminRouter.use("/events", authorize({ via: "header" }), eventsApiRouter); adminRouter.use(checkCsrfToken); adminRouter.use(injectLocals); adminRouter.use("/", loginRouter); adminRouter.use("/manage", authorize({ via: "cookie" }), webRouter); adminRouter.use("/service-info", authorize({ via: "cookie" }), (req, res) => { return res.send( renderPage(buildInfo(req.protocol + "://" + req.get("host"), true)) ); }); adminRouter.use( ( err: Error, req: express.Request, res: express.Response, _next: express.NextFunction ) => { const data: any = { message: err.message, stack: err.stack }; if (err instanceof HttpError) { data.status = err.status; res.status(err.status); if (req.accepts(["html", "json"]) === "json") { return res.json({ error: data }); } return res.render("admin_error", data); } else if (err.name === "ForbiddenError") { data.status = 403; if (err.message === "invalid csrf token") { data.message = "Invalid CSRF token; try refreshing the previous page before submitting again."; } return res.status(403).render("admin_error", { ...data, flash: null }); } res.status(500).json({ error: data }); } ); export { adminRouter };
a1enjoyer/aboba
src/admin/routes.ts
TypeScript
unknown
2,567
import { Router } from "express"; import ipaddr from "ipaddr.js"; import multer from "multer"; import { z } from "zod"; import { config } from "../../config"; import { HttpError } from "../../shared/errors"; import * as userStore from "../../shared/users/user-store"; import { parseSort, sortBy, paginate } from "../../shared/utils"; import { keyPool } from "../../shared/key-management"; import { LLMService, MODEL_FAMILIES } from "../../shared/models"; import { getTokenCostUsd, prettyTokens } from "../../shared/stats"; import { User, UserPartialSchema, UserSchema, UserTokenCounts, } from "../../shared/users/schema"; import { getLastNImages } from "../../shared/file-storage/image-history"; import { blacklists, parseCidrs, whitelists } from "../../shared/cidr"; import { invalidatePowChallenges } from "../../user/web/pow-captcha"; const router = Router(); const upload = multer({ storage: multer.memoryStorage(), fileFilter: (_req, file, cb) => { if (file.mimetype !== "application/json") { cb(new Error("Invalid file type")); } else { cb(null, true); } }, }); router.get("/create-user", (req, res) => { const recentUsers = userStore .getUsers() .sort(sortBy(["createdAt"], false)) .slice(0, 5); res.render("admin_create-user", { recentUsers, newToken: !!req.query.created, }); }); router.get("/anti-abuse", (_req, res) => { const wl = [...whitelists.entries()]; const bl = [...blacklists.entries()]; res.render("admin_anti-abuse", { captchaMode: config.captchaMode, difficulty: config.powDifficultyLevel, whitelists: wl.map((w) => ({ name: w[0], mode: "whitelist", ranges: w[1].ranges, })), blacklists: bl.map((b) => ({ name: b[0], mode: "blacklist", ranges: b[1].ranges, })), }); }); router.post("/cidr", (req, res) => { const body = req.body; const valid = z .object({ action: z.enum(["add", "remove"]), mode: z.enum(["whitelist", "blacklist"]), name: z.string().min(1), mask: z.string().min(1), }) .safeParse(body); if (!valid.success) { throw new HttpError( 400, valid.error.issues.flatMap((issue) => issue.message).join(", ") ); } const { mode, name, mask } = valid.data; const list = (mode === "whitelist" ? whitelists : blacklists).get(name); if (!list) { throw new HttpError(404, "List not found"); } if (valid.data.action === "remove") { const newRanges = new Set(list.ranges); newRanges.delete(mask); list.updateRanges([...newRanges]); req.session.flash = { type: "success", message: `${mode} ${name} updated`, }; return res.redirect("/admin/manage/anti-abuse"); } else if (valid.data.action === "add") { const result = parseCidrs(mask); if (result.length === 0) { throw new HttpError(400, "Invalid CIDR mask"); } const newRanges = new Set([...list.ranges, mask]); list.updateRanges([...newRanges]); req.session.flash = { type: "success", message: `${mode} ${name} updated`, }; return res.redirect("/admin/manage/anti-abuse"); } }); router.post("/create-user", (req, res) => { const body = req.body; const base = z.object({ type: UserSchema.shape.type.default("normal") }); const tempUser = base .extend({ temporaryUserDuration: z.coerce .number() .int() .min(1) .max(10080 * 4), }) .merge( MODEL_FAMILIES.reduce((schema, model) => { return schema.extend({ [`temporaryUserQuota_${model}`]: z.coerce.number().int().min(0), }); }, z.object({})) ) .transform((data: any) => { const expiresAt = Date.now() + data.temporaryUserDuration * 60 * 1000; const tokenLimits = MODEL_FAMILIES.reduce((limits, model) => { limits[model] = data[`temporaryUserQuota_${model}`]; return limits; }, {} as UserTokenCounts); return { ...data, expiresAt, tokenLimits }; }); const createSchema = body.type === "temporary" ? tempUser : base; const result = createSchema.safeParse(body); if (!result.success) { throw new HttpError( 400, result.error.issues.flatMap((issue) => issue.message).join(", ") ); } userStore.createUser({ ...result.data }); return res.redirect(`/admin/manage/create-user?created=true`); }); router.get("/view-user/:token", (req, res) => { const user = userStore.getUser(req.params.token); if (!user) throw new HttpError(404, "User not found"); res.render("admin_view-user", { user }); }); router.get("/list-users", (req, res) => { const sort = parseSort(req.query.sort) || ["sumTokens", "createdAt"]; const requestedPageSize = Number(req.query.perPage) || Number(req.cookies.perPage) || 20; const perPage = Math.max(1, Math.min(1000, requestedPageSize)); const users = userStore .getUsers() .map((user) => { const sums = getSumsForUser(user); return { ...user, ...sums }; }) .sort(sortBy(sort, false)); const page = Number(req.query.page) || 1; const { items, ...pagination } = paginate(users, page, perPage); return res.render("admin_list-users", { sort: sort.join(","), users: items, ...pagination, }); }); router.get("/import-users", (_req, res) => { res.render("admin_import-users"); }); router.post("/import-users", upload.single("users"), (req, res) => { if (!req.file) throw new HttpError(400, "No file uploaded"); const data = JSON.parse(req.file.buffer.toString()); const result = z.array(UserPartialSchema).safeParse(data.users); if (!result.success) throw new HttpError(400, result.error.toString()); const upserts = result.data.map((user) => userStore.upsertUser(user)); req.session.flash = { type: "success", message: `${upserts.length} users imported`, }; res.redirect("/admin/manage/import-users"); }); router.get("/export-users", (_req, res) => { res.render("admin_export-users"); }); router.get("/export-users.json", (_req, res) => { const users = userStore.getUsers(); res.setHeader("Content-Disposition", "attachment; filename=users.json"); res.setHeader("Content-Type", "application/json"); res.send(JSON.stringify({ users }, null, 2)); }); router.get("/", (_req, res) => { res.render("admin_index"); }); router.post("/edit-user/:token", (req, res) => { const result = UserPartialSchema.safeParse({ ...req.body, token: req.params.token, }); if (!result.success) { throw new HttpError( 400, result.error.issues.flatMap((issue) => issue.message).join(", ") ); } userStore.upsertUser(result.data); return res.status(200).json({ success: true }); }); router.post("/reactivate-user/:token", (req, res) => { const user = userStore.getUser(req.params.token); if (!user) throw new HttpError(404, "User not found"); userStore.upsertUser({ token: user.token, disabledAt: null, disabledReason: null, }); return res.sendStatus(204); }); router.post("/disable-user/:token", (req, res) => { const user = userStore.getUser(req.params.token); if (!user) throw new HttpError(404, "User not found"); userStore.disableUser(req.params.token, req.body.reason); return res.sendStatus(204); }); router.post("/refresh-user-quota", (req, res) => { const user = userStore.getUser(req.body.token); if (!user) throw new HttpError(404, "User not found"); userStore.refreshQuota(user.token); req.session.flash = { type: "success", message: "User's quota was refreshed", }; return res.redirect(`/admin/manage/view-user/${user.token}`); }); router.post("/maintenance", (req, res) => { const action = req.body.action; let flash = { type: "", message: "" }; switch (action) { case "recheck": { const checkable: LLMService[] = [ "openai", "anthropic", "aws", "gcp", "azure", "google-ai" ]; checkable.forEach((s) => keyPool.recheck(s)); const keyCount = keyPool .list() .filter((k) => checkable.includes(k.service)).length; flash.type = "success"; flash.message = `Scheduled recheck of ${keyCount} keys.`; break; } case "resetQuotas": { const users = userStore.getUsers(); users.forEach((user) => userStore.refreshQuota(user.token)); const { claude, gpt4, turbo } = config.tokenQuota; flash.type = "success"; flash.message = `All users' token quotas reset to ${turbo} (Turbo), ${gpt4} (GPT-4), ${claude} (Claude).`; break; } case "resetCounts": { const users = userStore.getUsers(); users.forEach((user) => userStore.resetUsage(user.token)); flash.type = "success"; flash.message = `All users' token usage records reset.`; break; } case "downloadImageMetadata": { const data = JSON.stringify( { exportedAt: new Date().toISOString(), generations: getLastNImages(), }, null, 2 ); res.setHeader( "Content-Disposition", `attachment; filename=image-metadata-${new Date().toISOString()}.json` ); res.setHeader("Content-Type", "application/json"); return res.send(data); } case "expireTempTokens": { const users = userStore.getUsers(); const temps = users.filter((u) => u.type === "temporary"); temps.forEach((user) => { user.expiresAt = Date.now(); user.disabledReason = "Admin forced expiration."; userStore.upsertUser(user); }); invalidatePowChallenges(); flash.type = "success"; flash.message = `${temps.length} temporary users marked for expiration.`; break; } case "cleanTempTokens": { const users = userStore.getUsers(); const disabledTempUsers = users.filter( (u) => u.type === "temporary" && u.expiresAt && u.expiresAt < Date.now() ); disabledTempUsers.forEach((user) => { user.disabledAt = 1; //will be cleaned up by the next cron job userStore.upsertUser(user); }); flash.type = "success"; flash.message = `${disabledTempUsers.length} disabled temporary users marked for cleanup.`; break; } case "setDifficulty": { const selected = req.body["pow-difficulty"]; const valid = ["low", "medium", "high", "extreme"]; const isNumber = Number.isInteger(Number(selected)); if (!selected || !valid.includes(selected) && !isNumber) { throw new HttpError(400, "Invalid difficulty " + selected); } config.powDifficultyLevel = isNumber ? Number(selected) : selected; invalidatePowChallenges(); break; } case "generateTempIpReport": { const tempUsers = userStore .getUsers() .filter((u) => u.type === "temporary"); const ipv4RangeMap = new Map<string, Set<string>>(); const ipv6RangeMap = new Map<string, Set<string>>(); tempUsers.forEach((u) => { u.ip.forEach((ip) => { try { const parsed = ipaddr.parse(ip); if (parsed.kind() === "ipv4") { const subnet = parsed.toNormalizedString().split(".").slice(0, 3).join(".") + ".0/24"; const userSet = ipv4RangeMap.get(subnet) || new Set(); userSet.add(u.token); ipv4RangeMap.set(subnet, userSet); } else if (parsed.kind() === "ipv6") { const subnet = parsed.toNormalizedString().split(":").slice(0, 4).join(":") + "::/48"; const userSet = ipv6RangeMap.get(subnet) || new Set(); userSet.add(u.token); ipv6RangeMap.set(subnet, userSet); } } catch (e) { req.log.warn( { ip, error: e.message }, "Invalid IP address; skipping" ); } }); }); const ipv4Ranges = Array.from(ipv4RangeMap.entries()) .map(([subnet, userSet]) => ({ subnet, distinctTokens: userSet.size, })) .sort((a, b) => b.distinctTokens - a.distinctTokens); const ipv6Ranges = Array.from(ipv6RangeMap.entries()) .map(([subnet, userSet]) => ({ subnet, distinctTokens: userSet.size, })) .sort((a, b) => { if (a.distinctTokens === b.distinctTokens) { return a.subnet.localeCompare(b.subnet); } return b.distinctTokens - a.distinctTokens; }); const data = JSON.stringify( { exportedAt: new Date().toISOString(), ipv4Ranges, ipv6Ranges, }, null, 2 ); res.setHeader( "Content-Disposition", `attachment; filename=temp-ip-report-${new Date().toISOString()}.json` ); res.setHeader("Content-Type", "application/json"); return res.send(data); } default: { throw new HttpError(400, "Invalid action"); } } req.session.flash = flash; const referer = req.get("referer"); return res.redirect(referer || "/admin/manage"); }); router.get("/download-stats", (_req, res) => { return res.render("admin_download-stats"); }); router.post("/generate-stats", (req, res) => { const body = req.body; const valid = z .object({ anon: z.coerce.boolean().optional().default(false), sort: z.string().optional().default("prompts"), maxUsers: z.coerce .number() .int() .min(5) .max(1000) .optional() .default(1000), tableType: z.enum(["code", "markdown"]).optional().default("markdown"), format: z .string() .optional() .default("# Stats\n{{header}}\n{{stats}}\n{{time}}"), }) .strict() .safeParse(body); if (!valid.success) { throw new HttpError( 400, valid.error.issues.flatMap((issue) => issue.message).join(", ") ); } const { anon, sort, format, maxUsers, tableType } = valid.data; const users = userStore.getUsers(); let totalTokens = 0; let totalCost = 0; let totalPrompts = 0; let totalIps = 0; const lines = users .map((u) => { const sums = getSumsForUser(u); totalTokens += sums.sumTokens; totalCost += sums.sumCost; totalPrompts += u.promptCount; totalIps += u.ip.length; const getName = (u: User) => { const id = `...${u.token.slice(-5)}`; const banned = !!u.disabledAt; let nick = anon || !u.nickname ? "Anonymous" : u.nickname; if (tableType === "markdown") { nick = banned ? `~~${nick}~~` : nick; return `${nick.slice(0, 18)} | ${id}`; } else { // Strikethrough doesn't work within code blocks const dead = !!u.disabledAt ? "[dead] " : ""; nick = `${dead}${nick}`; return `${nick.slice(0, 18).padEnd(18)} ${id}`.padEnd(27); } }; const user = getName(u); const prompts = `${u.promptCount} proompts`.padEnd(14); const ips = `${u.ip.length} IPs`.padEnd(8); const tokens = `${sums.prettyUsage} tokens`.padEnd(30); const sortField = sort === "prompts" ? u.promptCount : sums.sumTokens; return { user, prompts, ips, tokens, sortField }; }) .sort((a, b) => b.sortField - a.sortField) .map(({ user, prompts, ips, tokens }, i) => { const pos = tableType === "markdown" ? (i + 1 + ".").padEnd(4) : ""; return `${pos}${user} | ${prompts} | ${ips} | ${tokens}`; }) .slice(0, maxUsers); const strTotalPrompts = `${totalPrompts} proompts`; const strTotalIps = `${totalIps} IPs`; const strTotalTokens = `${prettyTokens(totalTokens)} tokens`; const strTotalCost = `US$${totalCost.toFixed(2)} cost`; const header = `!!!Note ${users.length} users | ${strTotalPrompts} | ${strTotalIps} | ${strTotalTokens} | ${strTotalCost}`; const time = `\n-> *(as of ${new Date().toISOString()})* <-`; let table = []; table.push(lines.join("\n")); if (valid.data.tableType === "markdown") { table = ["User||Prompts|IPs|Usage", "---|---|---|---|---", ...table]; } else { table = ["```text", ...table, "```"]; } const result = format .replace("{{header}}", header) .replace("{{stats}}", table.join("\n")) .replace("{{time}}", time); res.setHeader( "Content-Disposition", `attachment; filename=proxy-stats-${new Date().toISOString()}.md` ); res.setHeader("Content-Type", "text/markdown"); res.send(result); }); function getSumsForUser(user: User) { const sums = MODEL_FAMILIES.reduce( (s, model) => { const tokens = user.tokenCounts[model] ?? 0; s.sumTokens += tokens; s.sumCost += getTokenCostUsd(model, tokens); return s; }, { sumTokens: 0, sumCost: 0, prettyUsage: "" } ); sums.prettyUsage = `${prettyTokens(sums.sumTokens)} ($${sums.sumCost.toFixed( 2 )})`; return sums; } export { router as usersWebRouter };
a1enjoyer/aboba
src/admin/web/manage.ts
TypeScript
unknown
17,074
<%- include("partials/shared_header", { title: "Proof of Work Verification Settings - OAI Reverse Proxy Admin" }) %> <style> details { margin-top: 1em; } details summary { font-weight: bold; cursor: pointer; } details p { margin-left: 1em; } #token-manage { display: flex; width: 100%; } #token-manage button { flex-grow: 1; margin: 0 0.5em; } </style> <h1>Abuse Mitigation Settings</h1> <div> <h2>Proof-of-Work Verification</h2> <p> The Proof-of-Work difficulty level is used to determine how much work a client must perform to earn a temporary user token. Higher difficulty levels require more work, which can help mitigate abuse by making it more expensive for attackers to generate tokens. However, higher difficulty levels can also make it more difficult for legitimate users to generate tokens. Refer to documentation for guidance. </p> <%if (captchaMode === "none") { %> <p> <strong>PoW verification is not enabled. Set <code>CAPTCHA_MODE=proof_of_work</code> to enable.</strong> </p> <% } else { %> <h3>Difficulty Level</h3> <div> <label for="difficulty">Difficulty Level:</label> <select name="difficulty" id="difficulty" onchange="difficultyChanged(event)"> <option value="low">Low</option> <option value="medium">Medium</option> <option value="high">High</option> <option value="extreme">Extreme</option> <option value="custom">Custom</option> </select> <div id="custom-difficulty-container" style="display: none"> <label for="customDifficulty">Hashes required (average):</label> <input type="number" id="customDifficulty" value="0" min="1" max="1000000000" /> </div> <button onclick='doAction("setDifficulty")'>Update Difficulty</button> </div> <div><span id="currentDifficulty">Current Difficulty: <%= difficulty %></span></div> <% } %> <form id="maintenanceForm" action="/admin/manage/maintenance" method="post"> <input id="_csrf" type="hidden" name="_csrf" value="<%= csrfToken %>" /> <input id="hiddenAction" type="hidden" name="action" value="" /> <input id="hiddenDifficulty" type="hidden" name="pow-difficulty" value="" /> </form> <h3>Manage Temporary User Tokens</h3> <div id="token-manage"> <p><button onclick='doAction("expireTempTokens")'>🕒 Expire All Temp Tokens</button></p> <p><button onclick='doAction("cleanTempTokens")'>🧹 Delete Expired Temp Tokens</button></p> <p><button onclick='doAction("generateTempIpReport")'>📊 Generate Temp Token IP Report</button></p> </div> </div> <div> <h2>IP Whitelists and Blacklists</h2> <p> You can specify IP ranges to whitelist or blacklist from accessing the proxy. Entries can be specified as single addresses or <a href="https://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation">CIDR notation</a>. IPv6 is supported but not recommended for use with the current version of the proxy. </p> <p> <strong>Note:</strong> Changes here are not persisted across server restarts. If you want to make changes permanent, you can copy the values to your deployment configuration. </p> <% for (let i = 0; i < whitelists.length; i++) { %> <%- include("partials/admin-cidr-widget", { list: whitelists[i] }) %> <% } %> <% for (let i = 0; i < blacklists.length; i++) { %> <%- include("partials/admin-cidr-widget", { list: blacklists[i] }) %> <% } %> <form action="/admin/manage/cidr" method="post" id="cidrForm"> <input id="_csrf" type="hidden" name="_csrf" value="<%= csrfToken %>" /> <input type="hidden" name="action" value="add" /> <input type="hidden" name="name" value="" /> <input type="hidden" name="mode" value="" /> <input type="hidden" name="mask" value="" /> </form> <details> <summary>Copy environment variables</summary> <p> If you have made changes with the UI, you can copy the values below to your deployment configuration to persist them across server restarts. </p> <pre> <% for (let i = 0; i < whitelists.length; i++) { %><%= whitelists[i].name %>=<%= whitelists[i].ranges.join(",") %><% } %> <% for (let i = 0; i < blacklists.length; i++) { %><%= blacklists[i].name %>=<%= blacklists[i].ranges.join(",") %><% } %> </pre> </details> </div> <script> function difficultyChanged(event) { const value = event.target.value; if (value === "custom") { document.getElementById("custom-difficulty-container").style.display = "block"; } else { document.getElementById("custom-difficulty-container").style.display = "none"; } } function doAction(action) { document.getElementById("hiddenAction").value = action; if (action === "setDifficulty") { const selected = document.getElementById("difficulty").value; const hiddenDifficulty = document.getElementById("hiddenDifficulty"); if (selected === "custom") { hiddenDifficulty.value = document.getElementById("customDifficulty").value; } else { hiddenDifficulty.value = selected; } } document.getElementById("maintenanceForm").submit(); } function onAddCidr(event) { const list = event.target.dataset; const newMask = prompt("Enter the IP or CIDR range to add to the list:"); if (!newMask) { return; } const form = document.getElementById("cidrForm"); form["action"].value = "add"; form["name"].value = list.name; form["mode"].value = list.mode; form["mask"].value = newMask; form.submit(); } function onRemoveCidr(event) { const list = event.target.dataset; const removeMask = event.target.dataset.mask; if (!removeMask) { return; } const form = document.getElementById("cidrForm"); form["action"].value = "remove"; form["name"].value = list.name; form["mode"].value = list.mode; form["mask"].value = removeMask; form.submit(); } </script> <%- include("partials/admin-footer") %>
a1enjoyer/aboba
src/admin/web/views/admin_anti-abuse.ejs
ejs
unknown
6,028
<%- include("partials/shared_header", { title: "Create User - OAI Reverse Proxy Admin" }) %> <style> #temporaryUserOptions { margin-top: 1em; max-width: 30em; } #temporaryUserOptions h3 { margin-bottom: -0.4em; } input[type="number"] { max-width: 10em; } .temporary-user-fieldset { display: grid; grid-template-columns: repeat(4, 1fr); /* Four equal-width columns */ column-gap: 1em; row-gap: 0.2em; } .full-width { grid-column: 1 / -1; } .quota-label { text-align: right; } </style> <h1>Create User Token</h1> <p>User token types:</p> <ul> <li><strong>Normal</strong> - Standard users. <li><strong>Special</strong> - Exempt from token quotas and <code>MAX_IPS_PER_USER</code> enforcement.</li> <li><strong>Temporary</strong> - Disabled after a specified duration. Quotas never refresh.</li> </ul> <form action="/admin/manage/create-user" method="post"> <input type="hidden" name="_csrf" value="<%= csrfToken %>" /> <label for="type">Type</label> <select name="type"> <option value="normal">Normal</option> <option value="special">Special</option> <option value="temporary">Temporary</option> </select> <input type="submit" value="Create" /> <fieldset id="temporaryUserOptions" style="display: none"> <legend>Temporary User Options</legend> <div class="temporary-user-fieldset"> <p class="full-width"> Temporary users will be disabled after the specified duration, and their records will be permanently deleted after some time. These options apply only to new temporary users; existing ones use whatever options were in effect when they were created. </p> <label for="temporaryUserDuration" class="full-width">Access duration (in minutes)</label> <input type="number" name="temporaryUserDuration" id="temporaryUserDuration" value="60" class="full-width" /> <!-- convenience calculations --> <span>6 hours:</span><code>360</code> <span>12 hours:</span><code>720</code> <span>1 day:</span><code>1440</code> <span>1 week:</span><code>10080</code> <h3 class="full-width">Token Quotas</h3> <p class="full-width">Temporary users' quotas are never refreshed.</p> <% Object.entries(quota).forEach(function([model, tokens]) { %> <label class="quota-label" for="temporaryUserQuota_<%= model %>"><%= model %></label> <input type="number" name="temporaryUserQuota_<%= model %>" id="temporaryUserQuota_<%= model %>" value="0" data-fieldtype="tokenquota" data-default="<%= tokens %>" /> <% }) %> </div> </fieldset> </form> <% if (newToken) { %> <p>Just created <code><%= recentUsers[0].token %></code>.</p> <% } %> <h2>Recent Tokens</h2> <ul> <% recentUsers.forEach(function(user) { %> <li><a href="/admin/manage/view-user/<%= user.token %>"><%= user.token %></a></li> <% }) %> </ul> <script> const typeInput = document.querySelector("select[name=type]"); const temporaryUserOptions = document.querySelector("#temporaryUserOptions"); typeInput.addEventListener("change", function () { localStorage.setItem("admin__create-user__type", typeInput.value); if (typeInput.value === "temporary") { temporaryUserOptions.style.display = "block"; } else { temporaryUserOptions.style.display = "none"; } }); function loadDefaults() { const defaultType = localStorage.getItem("admin__create-user__type"); if (defaultType) { typeInput.value = defaultType; typeInput.dispatchEvent(new Event("change")); } const durationInput = document.querySelector("input[name=temporaryUserDuration]"); const defaultDuration = localStorage.getItem("admin__create-user__duration"); durationInput.addEventListener("change", function () { localStorage.setItem("admin__create-user__duration", durationInput.value); }); if (defaultDuration) { durationInput.value = defaultDuration; } const tokenQuotaInputs = document.querySelectorAll("input[data-fieldtype=tokenquota]"); tokenQuotaInputs.forEach(function (input) { const defaultQuota = localStorage.getItem("admin__create-user__quota__" + input.id); input.addEventListener("change", function () { localStorage.setItem("admin__create-user__quota__" + input.id, input.value); }); if (defaultQuota) { input.value = defaultQuota; } }); } loadDefaults(); </script> <%- include("partials/admin-footer") %>
a1enjoyer/aboba
src/admin/web/views/admin_create-user.ejs
ejs
unknown
4,549
<%- include("partials/shared_header", { title: "Download Stats - OAI Reverse Proxy Admin" }) %> <style> #statsForm { display: flex; flex-direction: column; } #statsForm ul { margin: 0; padding-left: 2em; font-size: 0.8em; } #statsForm li { list-style: none; } #statsForm textarea { font-family: monospace; flex-grow: 1; } </style> <h1>Download Stats</h1> <p>Download usage statistics to a Markdown document. You can paste this into a service like Rentry.org to share it.</p> <div> <h3>Options</h3> <form id="statsForm" action="/admin/manage/generate-stats" method="post" style="display: flex; flex-direction: column"> <input id="_csrf" type="hidden" name="_csrf" value="<%= csrfToken %>" /> <div> <label for="anon"><input id="anon" type="checkbox" name="anon" value="true" /> <span>Anonymize</span></label> </div> <div> <label for="sort">Sort</label> <select id="sort" name="sort"> <option value="tokens" selected>By Token Count</option> <option value="prompts">By Prompt Count</option> </select> </div> <div> <label for="maxUsers">Max Users</label> <input id="maxUsers" type="number" name="maxUsers" value="1000" /> </div> <div> <label for="tableType">Table Type</label> <select id="tableType" name="tableType"> <option value="markdown" selected>Markdown Table</option> <option value="code">Code Block</option> </select> </div> <div> <label for="format">Custom Format</label> <ul> <li><code>{{header}}</code></li> <li><code>{{stats}}</code></li> <li><code>{{time}}</code></li> </ul> <textarea id="format" name="format" rows="10" cols="50" placeholder="{{stats}}"> # Stats {{header}} {{stats}} {{time}} </textarea> </div> <div> <button type="submit">Download</button> <button id="copyButton" type="button">Copy to Clipboard</button> </div> </form> </div> <script> function loadDefaults() { const getState = (key) => localStorage.getItem("admin__download-stats__" + key); const setState = (key, value) => localStorage.setItem("admin__download-stats__" + key, value); const checkboxes = ["anon"]; const values = ["sort", "format", "tableType", "maxUsers"]; checkboxes.forEach((key) => { const value = getState(key); if (value) { document.getElementById(key).checked = value == "true"; } document.getElementById(key).addEventListener("change", (e) => { setState(key, e.target.checked); }); }); values.forEach((key) => { const value = getState(key); if (value) { document.getElementById(key).value = value; } document.getElementById(key).addEventListener("change", (e) => { setState(key, e.target.value?.trim()); }); }); } loadDefaults(); async function fetchAndCopy() { const form = document.getElementById("statsForm"); const formData = new FormData(form); const response = await fetch(form.action, { method: "POST", headers: { "Content-Type": "application/x-www-form-urlencoded" }, credentials: "same-origin", body: new URLSearchParams(formData), }); if (response.ok) { const content = await response.text(); copyToClipboard(content); } else { throw new Error("Failed to fetch generated stats. Try reloading the page."); } } function copyToClipboard(text) { navigator.clipboard .writeText(text) .then(() => { alert("Copied to clipboard"); }) .catch((err) => { alert("Failed to copy to clipboard. Try downloading the file instead."); }); } document.getElementById("copyButton").addEventListener("click", fetchAndCopy); </script> <%- include("partials/admin-footer") %>
a1enjoyer/aboba
src/admin/web/views/admin_download-stats.ejs
ejs
unknown
3,912
<%- include("partials/shared_header", { title: "Error" }) %> <div id="error-content" style="color: red; background-color: #eedddd; padding: 1em"> <p><strong>⚠️ Error <%= status %>:</strong> <%= message %></p> <pre><%= stack %></pre> <a href="#" onclick="window.history.back()">Go Back</a> | <a href="/admin">Go Home</a> </div> </body> </html>
a1enjoyer/aboba
src/admin/web/views/admin_error.ejs
ejs
unknown
375
<%- include("partials/shared_header", { title: "Export Users - OAI Reverse Proxy Admin" }) %> <h1>Export Users</h1> <p> Export users to JSON. The JSON will be an array of objects under the key <code>users</code>. You can use this JSON to import users later. </p> <script> function exportUsers() { var xhr = new XMLHttpRequest(); xhr.open("GET", "/admin/manage/export-users.json", true); xhr.responseType = "blob"; xhr.onload = function() { if (this.status === 200) { var blob = new Blob([this.response], { type: "application/json" }); var url = URL.createObjectURL(blob); var a = document.createElement("a"); a.href = url; a.download = "users.json"; document.body.appendChild(a); a.click(); a.remove(); } }; xhr.send(); } </script> <button onclick="exportUsers()">Export</button> <%- include("partials/admin-footer") %>
a1enjoyer/aboba
src/admin/web/views/admin_export-users.ejs
ejs
unknown
928
<%- include("partials/shared_header", { title: "Import Users - OAI Reverse Proxy Admin" }) %> <h1>Import Users</h1> <p> Import users from JSON. The JSON should be an array of objects under the key <code>users</code>. Each object should have the following fields: </p> <ul> <li><code>token</code> (required): a unique identifier for the user</li> <li><code>nickname</code> (optional): a nickname for the user, max 80 chars</li> <li><code>ip</code> (optional): IP addresses the user has connected from</li> <li> <code>type</code> (optional): either <code>normal</code> or <code>special</code> </li> <li> <code>promptCount</code> (optional): the number of times the user has sent a prompt </li> <li> <code>tokenCounts</code> (optional): the number of tokens the user has consumed. This should be an object with keys <code>turbo</code>, <code>gpt4</code>, and <code>claude</code>. </li> <li> <code>tokenLimits</code> (optional): the number of tokens the user can consume. This should be an object with keys <code>turbo</code>, <code>gpt4</code>, and <code>claude</code>. </li> <li> <code>createdAt</code> (optional): the timestamp when the user was created </li> <li> <code>disabledAt</code> (optional): the timestamp when the user was disabled </li> <li> <code>disabledReason</code> (optional): the reason the user was disabled </li> </ul> <p> If a user with the same token already exists, the existing user will be updated with the new values. </p> <form action="/admin/manage/import-users?_csrf=<%= csrfToken %>" method="post" enctype="multipart/form-data"> <input type="file" name="users" /> <input type="submit" value="Import" /> </form> </form> <%- include("partials/admin-footer") %>
a1enjoyer/aboba
src/admin/web/views/admin_import-users.ejs
ejs
unknown
1,785
<%- include("partials/shared_header", { title: "OAI Reverse Proxy Admin" }) %> <h1>OAI Reverse Proxy Admin</h1> <% if (!usersEnabled) { %> <p style="color: red; background-color: #eedddd; padding: 1em"> <strong>🚨 <code>user_token</code> gatekeeper is not enabled.</strong><br /> <br />None of the user management features will do anything. </p> <% } %> <% if (!persistenceEnabled) { %> <p style="color: red; background-color: #eedddd; padding: 1em"> <strong>⚠️ Users will be lost when the server restarts because persistence is not configured.</strong><br /> <br />Be sure to export your users and import them again after restarting the server if you want to keep them.<br /> <br /> See the <a target="_blank" href="https://gitgud.io/khanon/oai-reverse-proxy/-/blob/main/docs/user-management.md#firebase-realtime-database"> user management documentation</a > to learn how to set up persistence. </p> <% } %> <h3>Users</h3> <ul> <li><a href="/admin/manage/list-users">List Users</a></li> <li><a href="/admin/manage/create-user">Create User</a></li> <li><a href="/admin/manage/import-users">Import Users</a></li> <li><a href="/admin/manage/export-users">Export Users</a></li> <li><a href="/admin/manage/download-stats">Download Rentry Stats</a> <li><a href="/admin/manage/anti-abuse">Abuse Mitigation Settings</a></li> <li><a href="/admin/service-info">Service Info</a></li> </ul> <h3>Maintenance</h3> <form id="maintenanceForm" action="/admin/manage/maintenance" method="post"> <input id="_csrf" type="hidden" name="_csrf" value="<%= csrfToken %>" /> <input id="hiddenAction" type="hidden" name="action" value="" /> <div> <fieldset> <legend>Key Recheck</legend> <button id="recheck-keys" type="button" onclick="submitForm('recheck')">Force Key Recheck</button> <label for="recheck-keys">Triggers a recheck of all keys without restarting the server.</label> </fieldset> <% if (quotasEnabled) { %> <fieldset> <legend>Bulk Quota Management</legend> <p> <button id="refresh-quotas" type="button" onclick="submitForm('resetQuotas')">Refresh All Quotas</button> Immediately refreshes all users' quotas by the configured amounts. </p> <p> <button id="clear-token-counts" type="button" onclick="submitForm('resetCounts')">Clear All Token Counts</button> Resets all users' token records to zero. </p> </fieldset> <% } %> <% if (imageGenerationEnabled) { %> <fieldset> <legend>Image Generation</legend> <button id="download-image-metadata" type="button" onclick="submitForm('downloadImageMetadata')">Download Image Metadata</button> <label for="download-image-metadata">Downloads a metadata file containing URL, prompt, and truncated user token for all cached images.</label> </fieldset> <% } %> </div> </form> <script> let confirmed = false; function submitForm(action) { if (action === "resetCounts" && !confirmed) { document.getElementById("clear-token-counts").innerText = "💣 Confirm Clear All Token Counts"; alert("⚠️ This will permanently clear token records for all users. If you only want to refresh quotas, use the other button."); confirmed = true; return; } document.getElementById("hiddenAction").value = action; document.getElementById("maintenanceForm").submit(); } </script> <%- include("partials/admin-footer") %>
a1enjoyer/aboba
src/admin/web/views/admin_index.ejs
ejs
unknown
3,464
<%- include("partials/shared_header", { title: "Users - OAI Reverse Proxy Admin" }) %> <h1>User Token List</h1> <% if (users.length === 0) { %> <p>No users found.</p> <% } else { %> <label for="toggle-nicknames"><input type="checkbox" id="toggle-nicknames" onchange="toggleNicknames()" /> Show Nicknames</label> <table class="striped full-width"> <thead> <tr> <th>User</th> <th <% if (sort.includes("ip")) { %>class="active"<% } %> ><a href="/admin/manage/list-users?sort=ip">IPs</a></th> <th <% if (sort.includes("promptCount")) { %>class="active"<% } %> ><a href="/admin/manage/list-users?sort=promptCount">Prompts</a></th> <th <% if (sort.includes("sumCost")) { %>class="active"<% } %> ><a href="/admin/manage/list-users?sort=sumCost">Usage</a></th> <th>Type</th> <th <% if (sort.includes("createdAt")) { %>class="active"<% } %> ><a href="/admin/manage/list-users?sort=createdAt">Created (UTC)</a></th> <th <% if (sort.includes("lastUsedAt")) { %>class="active"<% } %> ><a href="/admin/manage/list-users?sort=lastUsedAt">Last Used (UTC)</a></th> <th colspan="2">Banned?</th> </tr> </thead> <tbody> <% users.forEach(function(user){ %> <tr> <td> <a href="/admin/manage/view-user/<%= user.token %>"> <code class="usertoken"><%= user.token %></code> <% if (user.nickname) { %> <span class="nickname" style="display: none"><%= user.nickname %></span> <% } else { %> <code class="nickname" style="display: none"><%= "..." + user.token.slice(-5) %></code> <% } %> </a> </td> <td><%= user.ip.length %></td> <td><%= user.promptCount %></td> <td><%= user.prettyUsage %></td> <td><%= user.type %></td> <td><%= user.createdAt %></td> <td><%= user.lastUsedAt ?? "never" %></td> <td class="actions"> <% if (user.disabledAt) { %> <a title="Unban" href="#" class="unban" data-token="<%= user.token %>">🔄️</a> <% } else { %> <a title="Ban" href="#" class="ban" data-token="<%= user.token %>">🚫</a> <% } %> <td><%= user.disabledAt ? "Yes" : "No" %> <%= user.disabledReason ? `(${user.disabledReason})` : "" %></td> </td> </tr> <% }); %> </table> <ul class="pagination"> <% if (page > 1) { %> <li><a href="/admin/manage/list-users?sort=<%= sort %>&page=<%= page - 1 %>">&laquo;</a></li> <% } %> <% for (var i = 1; i <= pageCount; i++) { %> <li <% if (i === page) { %>class="active"<% } %>><a href="/admin/manage/list-users?sort=<%= sort %>&page=<%= i %>"><%= i %></a></li> <% } %> <% if (page < pageCount) { %> <li><a href="/admin/manage/list-users?sort=<%= sort %>&page=<%= page + 1 %>">&raquo;</a></li> <% } %> </ul> <p>Showing <%= page * pageSize - pageSize + 1 %> to <%= users.length + page * pageSize - pageSize %> of <%= totalCount %> users.</p> <%- include("partials/shared_pagination") %> <% } %> <script> function toggleNicknames() { const checked = document.getElementById("toggle-nicknames").checked; const visibleSelector = checked ? ".nickname" : ".usertoken"; const hiddenSelector = checked ? ".usertoken" : ".nickname"; document.querySelectorAll(visibleSelector).forEach(function (el) { el.style.display = "inline"; }); document.querySelectorAll(hiddenSelector).forEach(function (el) { el.style.display = "none"; }); localStorage.setItem("showNicknames", checked); } const state = localStorage.getItem("showNicknames") === "true"; document.getElementById("toggle-nicknames").checked = state; toggleNicknames(); </script> <%- include("partials/admin-ban-xhr-script") %> <%- include("partials/admin-footer") %>
a1enjoyer/aboba
src/admin/web/views/admin_list-users.ejs
ejs
unknown
3,990
<%- include("partials/shared_header", { title: "Login" }) %> <h1>Login</h1> <form action="/admin/login" method="post"> <input type="hidden" name="_csrf" value="<%= csrfToken %>" /> <label for="token">Admin Key</label> <input type="password" name="token" /> <input type="submit" value="Login" /> </form> </body> </html>
a1enjoyer/aboba
src/admin/web/views/admin_login.ejs
ejs
unknown
357
<%- include("partials/shared_header", { title: "View User - OAI Reverse Proxy Admin" }) %> <h1>View User</h1> <table class="striped"> <thead> <tr> <th scope="col">Key</th> <th scope="col" colspan="2">Value</th> </tr> </thead> <tbody> <tr> <th scope="row">Token</th> <td colspan="2"><%- user.token %></td> </tr> <tr> <th scope="row">Nickname</th> <td><%- user.nickname ?? "none" %></td> <td class="actions"> <a title="Edit" id="edit-nickname" href="#" data-field="nickname" data-token="<%= user.token %>">✏️</a> </td> </tr> <tr> <th scope="row">Type</th> <td><%- user.type %></td> <td class="actions"> <a title="Edit" id="edit-type" href="#" data-field="type" data-token="<%= user.token %>">✏️</a> </td> </tr> <tr> <th scope="row">Prompts</th> <td colspan="2"><%- user.promptCount %></td> </tr> <tr> <th scope="row">Created At</th> <td colspan="2"><%- user.createdAt %></td> </tr> <tr> <th scope="row">Last Used At</th> <td colspan="2"><%- user.lastUsedAt || "never" %></td> </tr> <tr> <th scope="row">Disabled At</th> <td><%- user.disabledAt %></td> <td class="actions"> <% if (user.disabledAt) { %> <a title="Unban" href="#" class="unban" data-token="<%= user.token %>">🔄️</a> <% } else { %> <a title="Ban" href="#" class="ban" data-token="<%= user.token %>">🚫</a> <% } %> </td> </tr> <tr> <th scope="row">Disabled Reason</th> <td><%- user.disabledReason %></td> <% if (user.disabledAt) { %> <td class="actions"> <a title="Edit" id="edit-disabledReason" href="#" data-field="disabledReason" data-token="<%= user.token %>" >✏️</a > </td> <% } %> </tr> <tr> <th scope="row">IP Address Limit</th> <td><%- (user.maxIps ?? maxIps) || "Unlimited" %></td> <td class="actions"> <a title="Edit" id="edit-maxIps" href="#" data-field="maxIps" data-token="<%= user.token %>">✏️</a> </td> </tr> <tr> <th scope="row">IPs</th> <td colspan="2"><%- include("partials/shared_user_ip_list", { user, shouldRedact: false }) %></td> </tr> <tr> <th scope="row"> Admin Note <span title="Unlike nickname, this is not visible to or editable by the user">🔒</span> </th> <td><%- user.adminNote ?? "none" %></td> <td class="actions"> <a title="Edit" id="edit-adminNote" href="#" data-field="adminNote" data-token="<%= user.token %>">✏️</a> </td> </tr> <% if (user.type === "temporary") { %> <tr> <th scope="row">Expires At</th> <td colspan="2"><%- user.expiresAt %></td> </tr> <% } %> <% if (user.meta) { %> <tr> <th scope="row">Meta</th> <td colspan="2"><%- JSON.stringify(user.meta) %></td> </tr> <% } %> </tbody> </table> <form style="display: none" id="current-values"> <input type="hidden" name="token" value="<%- user.token %>" /> <% ["nickname", "type", "disabledAt", "disabledReason", "maxIps", "adminNote"].forEach(function (key) { %> <input type="hidden" name="<%- key %>" value="<%- user[key] %>" /> <% }); %> <!-- tokenRefresh_ keys are dynamically generated --> <% Object.entries(quota).forEach(([family]) => { %> <input type="hidden" name="tokenRefresh_<%- family %>" value="<%- user.tokenRefresh[family] || quota[family] %>" /> <% }); %> </form> <h3>Quota Information</h3> <% if (quotasEnabled) { %> <form action="/admin/manage/refresh-user-quota" method="POST"> <input type="hidden" name="token" value="<%- user.token %>" /> <input type="hidden" name="_csrf" value="<%- csrfToken %>" /> <button type="submit" class="btn btn-primary">Refresh Quotas for User</button> </form> <% } %> <%- include("partials/shared_quota-info", { quota, user, showRefreshEdit: true }) %> <p><a href="/admin/manage/list-users">Back to User List</a></p> <script> document.querySelectorAll("td.actions a[data-field]").forEach(function (a) { a.addEventListener("click", function (e) { e.preventDefault(); const token = a.dataset.token; const field = a.dataset.field; const existingValue = document.querySelector(`#current-values input[name=${field}]`).value; let value = prompt(`Enter new value for '${field}':`, existingValue); if (value !== null) { if (value === "") { value = null; } const payload = { _csrf: document.querySelector("meta[name=csrf-token]").getAttribute("content") }; if (field.startsWith("tokenRefresh_")) { const family = field.slice("tokenRefresh_".length); payload.tokenRefresh = { [family]: Number(value) }; } else { payload[field] = value; } fetch(`/admin/manage/edit-user/${token}`, { method: "POST", credentials: "same-origin", body: JSON.stringify(payload), headers: { "Content-Type": "application/json", Accept: "application/json" }, }) .then((res) => Promise.all([res.ok, res.json()])) .then(([ok, json]) => { const url = new URL(window.location.href); const params = new URLSearchParams(); if (!ok) { alert(`Failed to edit user: ${json.message}`); } url.search = params.toString(); window.location.assign(url); }); } }); }); </script> <%- include("partials/admin-ban-xhr-script") %> <%- include("partials/admin-footer") %>
a1enjoyer/aboba
src/admin/web/views/admin_view-user.ejs
ejs
unknown
5,693
<script> document.querySelectorAll("td.actions a.ban").forEach(function (a) { a.addEventListener("click", function (e) { e.preventDefault(); var token = a.getAttribute("data-token"); if (confirm("Are you sure you want to ban this user?")) { let reason = prompt("Reason for ban:"); fetch("/admin/manage/disable-user/" + token, { method: "POST", credentials: "same-origin", body: JSON.stringify({ reason, _csrf: document.querySelector("meta[name=csrf-token]").getAttribute("content") }), headers: { "Content-Type": "application/json" }, }).then(() => window.location.reload()); } }); }); document.querySelectorAll("td.actions a.unban").forEach(function (a) { a.addEventListener("click", function (e) { e.preventDefault(); var token = a.getAttribute("data-token"); if (confirm("Are you sure you want to unban this user?")) { fetch("/admin/manage/reactivate-user/" + token, { method: "POST", credentials: "same-origin", body: JSON.stringify({ _csrf: document.querySelector("meta[name=csrf-token]").getAttribute("content") }), headers: { "Content-Type": "application/json" }, }).then(() => window.location.reload()); } }); }); </script>
a1enjoyer/aboba
src/admin/web/views/partials/admin-ban-xhr-script.ejs
ejs
unknown
1,325
<h3> <%= list.name %> (<%= list.mode %>) </h3> <ul> <% list.ranges.forEach(function(mask) { %> <li> <%= mask %> <button class="remove" data-mode="<%= list.mode %>" data-name="<%= list.name %>" data-mask="<%= mask %>" onclick="onRemoveCidr(event)">Remove</button> </li> <% }); %> </ul> <button class="add" data-mode="<%= list.mode %>" data-name="<%= list.name %>" onclick="onAddCidr(event)">Add</button>
a1enjoyer/aboba
src/admin/web/views/partials/admin-cidr-widget.ejs
ejs
unknown
423
<hr /> <footer> <a href="/admin">Index</a> | <a href="/admin/logout">Logout</a> </footer> <script> document.querySelectorAll("td,time").forEach(function(td) { if (td.innerText.match(/^\d{13}$/)) { if (td.innerText == 0) return 'never'; var date = new Date(parseInt(td.innerText)); td.innerText = date.toISOString().replace("T", " ").replace(/\.\d+Z$/, "Z"); } }); </script> </body> </html>
a1enjoyer/aboba
src/admin/web/views/partials/admin-footer.ejs
ejs
unknown
450
import crypto from "crypto"; import dotenv from "dotenv"; import type firebase from "firebase-admin"; import path from "path"; import pino from "pino"; import type { LLMService, ModelFamily } from "./shared/models"; import { MODEL_FAMILIES } from "./shared/models"; dotenv.config(); const startupLogger = pino({ level: "debug" }).child({ module: "startup" }); const isDev = process.env.NODE_ENV !== "production"; export const DATA_DIR = path.join(__dirname, "..", "data"); export const USER_ASSETS_DIR = path.join(DATA_DIR, "user-files"); type Config = { /** The port the proxy server will listen on. */ port: number; /** The network interface the proxy server will listen on. */ bindAddress: string; /** Comma-delimited list of OpenAI API keys. */ openaiKey?: string; /** Comma-delimited list of Anthropic API keys. */ anthropicKey?: string; /** * Comma-delimited list of Google AI API keys. Note that these are not the * same as the GCP keys/credentials used for Vertex AI; the models are the * same but the APIs are different. Vertex is the GCP product for enterprise. **/ googleAIKey?: string; /** * Comma-delimited list of Mistral AI API keys. */ mistralAIKey?: string; /** * Comma-delimited list of AWS credentials. Each credential item should be a * colon-delimited list of access key, secret key, and AWS region. * * The credentials must have access to the actions `bedrock:InvokeModel` and * `bedrock:InvokeModelWithResponseStream`. You must also have already * provisioned the necessary models in your AWS account, on the specific * regions specified for each credential. Models are region-specific. * * @example `AWS_CREDENTIALS=access_key_1:secret_key_1:us-east-1,access_key_2:secret_key_2:us-west-2` */ awsCredentials?: string; /** * Comma-delimited list of GCP credentials. Each credential item should be a * colon-delimited list of access key, secret key, and GCP region. * * @example `GCP_CREDENTIALS=project1:1@1.com:us-east5:-----BEGIN PRIVATE KEY-----xxx-----END PRIVATE KEY-----,project2:2@2.com:us-east5:-----BEGIN PRIVATE KEY-----xxx-----END PRIVATE KEY-----` */ gcpCredentials?: string; /** * Comma-delimited list of Azure OpenAI credentials. Each credential item * should be a colon-delimited list of Azure resource name, deployment ID, and * API key. * * The resource name is the subdomain in your Azure OpenAI deployment's URL, * e.g. `https://resource-name.openai.azure.com * * @example `AZURE_CREDENTIALS=resource_name_1:deployment_id_1:api_key_1,resource_name_2:deployment_id_2:api_key_2` */ azureCredentials?: string; /** * The proxy key to require for requests. Only applicable if the user * management mode is set to 'proxy_key', and required if so. */ proxyKey?: string; /** * The admin key used to access the /admin API or UI. Required if the user * management mode is set to 'user_token'. */ adminKey?: string; /** * The password required to view the service info/status page. If not set, the * info page will be publicly accessible. */ serviceInfoPassword?: string; /** * Which user management mode to use. * - `none`: No user management. Proxy is open to all requests with basic * abuse protection. * - `proxy_key`: A specific proxy key must be provided in the Authorization * header to use the proxy. * - `user_token`: Users must be created via by admins and provide their * personal access token in the Authorization header to use the proxy. * Configure this function and add users via the admin API or UI. */ gatekeeper: "none" | "proxy_key" | "user_token"; /** * Persistence layer to use for user management. * - `memory`: Users are stored in memory and are lost on restart (default) * - `firebase_rtdb`: Users are stored in a Firebase Realtime Database; * requires `firebaseKey` and `firebaseRtdbUrl` to be set. */ gatekeeperStore: "memory" | "firebase_rtdb"; /** URL of the Firebase Realtime Database if using the Firebase RTDB store. */ firebaseRtdbUrl?: string; /** * Base64-encoded Firebase service account key if using the Firebase RTDB * store. Note that you should encode the *entire* JSON key file, not just the * `private_key` field inside it. */ firebaseKey?: string; /** * Maximum number of IPs allowed per user token. * Users with the manually-assigned `special` role are exempt from this limit. * - Defaults to 0, which means that users are not IP-limited. */ maxIpsPerUser: number; /** * Whether a user token should be automatically disabled if it exceeds the * `maxIpsPerUser` limit, or if only connections from new IPs are be rejected. */ maxIpsAutoBan: boolean; /** * Which captcha verification mode to use. Requires `user_token` gatekeeper. * Allows users to automatically obtain a token by solving a captcha. * - `none`: No captcha verification; tokens are issued manually. * - `proof_of_work`: Users must solve an Argon2 proof of work to obtain a * temporary usertoken valid for a limited period. */ captchaMode: "none" | "proof_of_work"; /** * Duration (in hours) for which a PoW-issued temporary user token is valid. */ powTokenHours: number; /** * The maximum number of IPs from which a single temporary user token can be * used. Upon reaching the limit, the `maxIpsAutoBan` behavior is triggered. */ powTokenMaxIps: number; /** * Difficulty level for the proof-of-work challenge. * - `low`: 200 iterations * - `medium`: 900 iterations * - `high`: 1900 iterations * - `extreme`: 4000 iterations * - `number`: A custom number of iterations to use. * * Difficulty level only affects the number of iterations used in the PoW, * not the complexity of the hash itself. Therefore, the average time-to-solve * will scale linearly with the number of iterations. * * Refer to docs/proof-of-work.md for guidance and hashrate benchmarks. */ powDifficultyLevel: "low" | "medium" | "high" | "extreme" | number; /** * Duration (in minutes) before a PoW challenge expires. Users' browsers must * solve the challenge within this time frame or it will be rejected. Should * be kept somewhat low to prevent abusive clients from working on many * challenges in parallel, but you may need to increase this value for higher * difficulty levels or older devices will not be able to solve the challenge * in time. * * Defaults to 30 minutes. */ powChallengeTimeout: number; /** * Duration (in hours) before expired temporary user tokens are purged from * the user database. Users can refresh expired tokens by solving a faster PoW * challenge as long as the original token has not been purged. Once purged, * the user must solve a full PoW challenge to obtain a new token. * * Defaults to 48 hours. At 0, tokens are purged immediately upon expiry. */ powTokenPurgeHours: number; /** * Maximum number of active temporary user tokens that can be associated with * a single IP address. Note that this may impact users sending requests from * hosted AI chat clients such as Agnaistic or RisuAI, as they may share IPs. * * When the limit is reached, the oldest token with the same IP will be * expired. At 0, no limit is enforced. Defaults to 0. */ // powMaxTokensPerIp: number; /** Per-user limit for requests per minute to text and chat models. */ textModelRateLimit: number; /** Per-user limit for requests per minute to image generation models. */ imageModelRateLimit: number; /** * For OpenAI, the maximum number of context tokens (prompt + max output) a * user can request before their request is rejected. * Context limits can help prevent excessive spend. * - Defaults to 0, which means no limit beyond OpenAI's stated maximums. */ maxContextTokensOpenAI: number; /** * For Anthropic, the maximum number of context tokens a user can request. * Claude context limits can prevent requests from tying up concurrency slots * for too long, which can lengthen queue times for other users. * - Defaults to 0, which means no limit beyond Anthropic's stated maximums. */ maxContextTokensAnthropic: number; /** For OpenAI, the maximum number of sampled tokens a user can request. */ maxOutputTokensOpenAI: number; /** For Anthropic, the maximum number of sampled tokens a user can request. */ maxOutputTokensAnthropic: number; /** Whether requests containing the following phrases should be rejected. */ rejectPhrases: string[]; /** Message to return when rejecting requests. */ rejectMessage: string; /** Verbosity level of diagnostic logging. */ logLevel: "trace" | "debug" | "info" | "warn" | "error"; /** * Whether to allow the usage of AWS credentials which could be logging users' * model invocations. By default, such keys are treated as if they were * disabled because users may not be aware that their usage is being logged. * * Some credentials do not have the policy attached that allows the proxy to * confirm logging status, in which case the proxy assumes that logging could * be enabled and will refuse to use the key. If you still want to use such a * key and can't attach the policy, you can set this to true. */ allowAwsLogging?: boolean; /** * Path to the SQLite database file for storing data such as event logs. By * default, the database will be stored at `data/database.sqlite`. * * Ensure target is writable by the server process, and be careful not to * select a path that is served publicly. The default path is safe. */ sqliteDataPath?: string; /** * Whether to log events, such as generated completions, to the database. * Events are associated with IP+user token pairs. If user_token mode is * disabled, no events will be logged. * * Currently there is no pruning mechanism for the events table, so it will * grow indefinitely. You may want to periodically prune the table manually. */ eventLogging?: boolean; /** * When hashing prompt histories, how many messages to trim from the end. * If zero, only the full prompt hash will be stored. * If greater than zero, for each number N, a hash of the prompt with the * last N messages removed will be stored. * * Experimental function, config may change in future versions. */ eventLoggingTrim?: number; /** Whether prompts and responses should be logged to persistent storage. */ promptLogging?: boolean; /** Which prompt logging backend to use. */ promptLoggingBackend?: "google_sheets" | "file"; /** Prefix for prompt logging files when using the file backend. */ promptLoggingFilePrefix?: string; /** Base64-encoded Google Sheets API key. */ googleSheetsKey?: string; /** Google Sheets spreadsheet ID. */ googleSheetsSpreadsheetId?: string; /** Whether to periodically check keys for usage and validity. */ checkKeys: boolean; /** Whether to publicly show total token costs on the info page. */ showTokenCosts: boolean; /** * Comma-separated list of origins to block. Requests matching any of these * origins or referers will be rejected. * - Partial matches are allowed, so `reddit` will match `www.reddit.com`. * - Include only the hostname, not the protocol or path, e.g: * `reddit.com,9gag.com,gaiaonline.com` */ blockedOrigins?: string; /** Message to return when rejecting requests from blocked origins. */ blockMessage?: string; /** Destination URL to redirect blocked requests to, for non-JSON requests. */ blockRedirect?: string; /** Which model families to allow requests for. Applies only to OpenAI. */ allowedModelFamilies: ModelFamily[]; /** * The number of (LLM) tokens a user can consume before requests are rejected. * Limits include both prompt and response tokens. `special` users are exempt. * - Defaults to 0, which means no limit. * - Changes are not automatically applied to existing users. Use the * admin API or UI to update existing users, or use the QUOTA_REFRESH_PERIOD * setting to periodically set all users' quotas to these values. */ tokenQuota: { [key in ModelFamily]: number }; /** * The period over which to enforce token quotas. Quotas will be fully reset * at the start of each period, server time. Unused quota does not roll over. * You can also provide a cron expression for a custom schedule. If not set, * quotas will never automatically refresh. * - Defaults to unset, which means quotas will never automatically refresh. */ quotaRefreshPeriod?: "hourly" | "daily" | string; /** Whether to allow users to change their own nicknames via the UI. */ allowNicknameChanges: boolean; /** Whether to show recent DALL-E image generations on the homepage. */ showRecentImages: boolean; /** * If true, cookies will be set without the `Secure` attribute, allowing * the admin UI to used over HTTP. */ useInsecureCookies: boolean; /** * Whether to use a more minimal public Service Info page with static content. * Disables all stats pertaining to traffic, prompt/token usage, and queues. * The full info page will appear if you have signed in as an admin using the * configured ADMIN_KEY and go to /admin/service-info. **/ staticServiceInfo?: boolean; /** * Trusted proxy hops. If you are deploying the server behind a reverse proxy * (Nginx, Cloudflare Tunnel, AWS WAF, etc.) the IP address of incoming * requests will be the IP address of the proxy, not the actual user. * * Depending on your hosting configuration, there may be multiple proxies/load * balancers between your server and the user. Each one will append the * incoming IP address to the `X-Forwarded-For` header. The user's real IP * address will be the first one in the list, assuming the header has not been * tampered with. Setting this value correctly ensures that the server doesn't * trust values in `X-Forwarded-For` not added by trusted proxies. * * In order for the server to determine the user's real IP address, you need * to tell it how many proxies are between the user and the server so it can * select the correct IP address from the `X-Forwarded-For` header. * * *WARNING:* If you set it incorrectly, the proxy will either record the * wrong IP address, or it will be possible for users to spoof their IP * addresses and bypass rate limiting. Check the request logs to see what * incoming X-Forwarded-For values look like. * * Examples: * - X-Forwarded-For: "34.1.1.1, 172.1.1.1, 10.1.1.1" => trustedProxies: 3 * - X-Forwarded-For: "34.1.1.1" => trustedProxies: 1 * - no X-Forwarded-For header => trustedProxies: 0 (the actual IP of the incoming request will be used) * * As of 2024/01/08: * For HuggingFace or Cloudflare Tunnel, use 1. * For Render, use 3. * For deployments not behind a load balancer, use 0. * * You should double check against your actual request logs to be sure. * * Defaults to 1, as most deployments are on HuggingFace or Cloudflare Tunnel. */ trustedProxies?: number; /** * Whether to allow OpenAI tool usage. The proxy doesn't impelment any * support for tools/function calling but can pass requests and responses as * is. Note that the proxy also cannot accurately track quota usage for * requests involving tools, so you must opt in to this feature at your own * risk. */ allowOpenAIToolUsage?: boolean; /** * Which services will accept prompts containing images, for use with * multimodal models. Users with `special` role are exempt from this * restriction. * * Do not enable this feature for untrusted users, as malicious users could * send images which violate your provider's terms of service or local laws. * * Defaults to no services, meaning image prompts are disabled. Use a comma- * separated list. Available services are: * openai,anthropic,google-ai,mistral-ai,aws,gcp,azure */ allowedVisionServices: LLMService[]; /** * Allows overriding the default proxy endpoint route. Defaults to /proxy. * A leading slash is required. */ proxyEndpointRoute: string; /** * If set, only requests from these IP addresses will be permitted to use the * admin API and UI. Provide a comma-separated list of IP addresses or CIDR * ranges. If not set, the admin API and UI will be open to all requests. */ adminWhitelist: string[]; /** * If set, requests from these IP addresses will be blocked from using the * application. Provide a comma-separated list of IP addresses or CIDR ranges. * If not set, no IP addresses will be blocked. * * Takes precedence over the adminWhitelist. */ ipBlacklist: string[]; /** * If set, pushes requests further back into the queue according to their * token costs by factor*tokens*milliseconds (or more intuitively * factor*thousands_of_tokens*seconds). * Accepts floats. */ tokensPunishmentFactor: number; /** * Configuration for HTTP requests made by the proxy to other servers, such * as when checking keys or forwarding users' requests to external services. * If not set, all requests will be made using the default agent. * * If set, the proxy may make requests to other servers using the specified * settings. This is useful if you wish to route users' requests through * another proxy or VPN, or if you have multiple network interfaces and want * to use a specific one for outgoing requests. */ httpAgent?: { /** * The name of the network interface to use. The first external IPv4 address * belonging to this interface will be used for outgoing requests. */ interface?: string; /** * The URL of a proxy server to use. Supports SOCKS4, SOCKS5, HTTP, and * HTTPS. If not set, the proxy will be made using the default agent. * - SOCKS4: `socks4://some-socks-proxy.com:9050` * - SOCKS5: `socks5://username:password@some-socks-proxy.com:9050` * - HTTP: `http://proxy-server-over-tcp.com:3128` * - HTTPS: `https://proxy-server-over-tls.com:3129` * * **Note:** If your proxy server issues a certificate, you may need to set * `NODE_EXTRA_CA_CERTS` to the path to your certificate, otherwise this * application will reject TLS connections. */ proxyUrl?: string; }; }; // To change configs, create a file called .env in the root directory. // See .env.example for an example. export const config: Config = { port: getEnvWithDefault("PORT", 7860), bindAddress: getEnvWithDefault("BIND_ADDRESS", "0.0.0.0"), openaiKey: getEnvWithDefault("OPENAI_KEY", ""), anthropicKey: getEnvWithDefault("ANTHROPIC_KEY", ""), googleAIKey: getEnvWithDefault("GOOGLE_AI_KEY", ""), mistralAIKey: getEnvWithDefault("MISTRAL_AI_KEY", ""), awsCredentials: getEnvWithDefault("AWS_CREDENTIALS", ""), gcpCredentials: getEnvWithDefault("GCP_CREDENTIALS", ""), azureCredentials: getEnvWithDefault("AZURE_CREDENTIALS", ""), proxyKey: getEnvWithDefault("PROXY_KEY", ""), adminKey: getEnvWithDefault("ADMIN_KEY", ""), serviceInfoPassword: getEnvWithDefault("SERVICE_INFO_PASSWORD", ""), sqliteDataPath: getEnvWithDefault( "SQLITE_DATA_PATH", path.join(DATA_DIR, "database.sqlite") ), eventLogging: getEnvWithDefault("EVENT_LOGGING", false), eventLoggingTrim: getEnvWithDefault("EVENT_LOGGING_TRIM", 5), gatekeeper: getEnvWithDefault("GATEKEEPER", "none"), gatekeeperStore: getEnvWithDefault("GATEKEEPER_STORE", "memory"), maxIpsPerUser: getEnvWithDefault("MAX_IPS_PER_USER", 0), maxIpsAutoBan: getEnvWithDefault("MAX_IPS_AUTO_BAN", false), captchaMode: getEnvWithDefault("CAPTCHA_MODE", "none"), powTokenHours: getEnvWithDefault("POW_TOKEN_HOURS", 24), powTokenMaxIps: getEnvWithDefault("POW_TOKEN_MAX_IPS", 2), powDifficultyLevel: getEnvWithDefault("POW_DIFFICULTY_LEVEL", "low"), powChallengeTimeout: getEnvWithDefault("POW_CHALLENGE_TIMEOUT", 30), powTokenPurgeHours: getEnvWithDefault("POW_TOKEN_PURGE_HOURS", 48), firebaseRtdbUrl: getEnvWithDefault("FIREBASE_RTDB_URL", undefined), firebaseKey: getEnvWithDefault("FIREBASE_KEY", undefined), textModelRateLimit: getEnvWithDefault("TEXT_MODEL_RATE_LIMIT", 4), imageModelRateLimit: getEnvWithDefault("IMAGE_MODEL_RATE_LIMIT", 4), maxContextTokensOpenAI: getEnvWithDefault("MAX_CONTEXT_TOKENS_OPENAI", 32768), maxContextTokensAnthropic: getEnvWithDefault( "MAX_CONTEXT_TOKENS_ANTHROPIC", 32768 ), maxOutputTokensOpenAI: getEnvWithDefault( ["MAX_OUTPUT_TOKENS_OPENAI", "MAX_OUTPUT_TOKENS"], 1024 ), maxOutputTokensAnthropic: getEnvWithDefault( ["MAX_OUTPUT_TOKENS_ANTHROPIC", "MAX_OUTPUT_TOKENS"], 1024 ), allowedModelFamilies: getEnvWithDefault( "ALLOWED_MODEL_FAMILIES", getDefaultModelFamilies() ), rejectPhrases: parseCsv(getEnvWithDefault("REJECT_PHRASES", "")), rejectMessage: getEnvWithDefault( "REJECT_MESSAGE", "This content violates /aicg/'s acceptable use policy." ), logLevel: getEnvWithDefault("LOG_LEVEL", "info"), checkKeys: getEnvWithDefault("CHECK_KEYS", !isDev), showTokenCosts: getEnvWithDefault("SHOW_TOKEN_COSTS", false), allowAwsLogging: getEnvWithDefault("ALLOW_AWS_LOGGING", false), promptLogging: getEnvWithDefault("PROMPT_LOGGING", false), promptLoggingBackend: getEnvWithDefault("PROMPT_LOGGING_BACKEND", undefined), promptLoggingFilePrefix: getEnvWithDefault( "PROMPT_LOGGING_FILE_PREFIX", "prompt-logs" ), googleSheetsKey: getEnvWithDefault("GOOGLE_SHEETS_KEY", undefined), googleSheetsSpreadsheetId: getEnvWithDefault( "GOOGLE_SHEETS_SPREADSHEET_ID", undefined ), blockedOrigins: getEnvWithDefault("BLOCKED_ORIGINS", undefined), blockMessage: getEnvWithDefault( "BLOCK_MESSAGE", "You must be over the age of majority in your country to use this service." ), blockRedirect: getEnvWithDefault("BLOCK_REDIRECT", "https://www.9gag.com"), tokenQuota: MODEL_FAMILIES.reduce( (acc, family: ModelFamily) => { acc[family] = getEnvWithDefault( `TOKEN_QUOTA_${family.toUpperCase().replace(/-/g, "_")}`, 0 ) as number; return acc; }, {} as { [key in ModelFamily]: number } ), quotaRefreshPeriod: getEnvWithDefault("QUOTA_REFRESH_PERIOD", undefined), allowNicknameChanges: getEnvWithDefault("ALLOW_NICKNAME_CHANGES", true), showRecentImages: getEnvWithDefault("SHOW_RECENT_IMAGES", true), useInsecureCookies: getEnvWithDefault("USE_INSECURE_COOKIES", isDev), staticServiceInfo: getEnvWithDefault("STATIC_SERVICE_INFO", false), trustedProxies: getEnvWithDefault("TRUSTED_PROXIES", 1), allowOpenAIToolUsage: getEnvWithDefault("ALLOW_OPENAI_TOOL_USAGE", false), allowedVisionServices: parseCsv( getEnvWithDefault("ALLOWED_VISION_SERVICES", "") ) as LLMService[], proxyEndpointRoute: getEnvWithDefault("PROXY_ENDPOINT_ROUTE", "/proxy"), adminWhitelist: parseCsv( getEnvWithDefault("ADMIN_WHITELIST", "0.0.0.0/0,::/0") ), ipBlacklist: parseCsv(getEnvWithDefault("IP_BLACKLIST", "")), tokensPunishmentFactor: getEnvWithDefault("TOKENS_PUNISHMENT_FACTOR", 0.0), httpAgent: { interface: getEnvWithDefault("HTTP_AGENT_INTERFACE", undefined), proxyUrl: getEnvWithDefault("HTTP_AGENT_PROXY_URL", undefined), }, } as const; function generateSigningKey() { if (process.env.COOKIE_SECRET !== undefined) { // legacy, replaced by SIGNING_KEY return process.env.COOKIE_SECRET; } else if (process.env.SIGNING_KEY !== undefined) { return process.env.SIGNING_KEY; } const secrets = [ config.adminKey, config.openaiKey, config.anthropicKey, config.googleAIKey, config.mistralAIKey, config.awsCredentials, config.gcpCredentials, config.azureCredentials, ]; if (secrets.filter((s) => s).length === 0) { startupLogger.warn( "No SIGNING_KEY or secrets are set. All sessions, cookies, and proofs of work will be invalidated on restart." ); return crypto.randomBytes(32).toString("hex"); } startupLogger.info("No SIGNING_KEY set; one will be generated from secrets."); startupLogger.info( "It's recommended to set SIGNING_KEY explicitly to ensure users' sessions and cookies always persist across restarts." ); const seed = secrets.map((s) => s || "n/a").join(""); return crypto.createHash("sha256").update(seed).digest("hex"); } const signingKey = generateSigningKey(); export const SECRET_SIGNING_KEY = signingKey; export async function assertConfigIsValid() { if (process.env.MODEL_RATE_LIMIT !== undefined) { const limit = parseInt(process.env.MODEL_RATE_LIMIT, 10) || config.textModelRateLimit; config.textModelRateLimit = limit; config.imageModelRateLimit = Math.max(Math.floor(limit / 2), 1); startupLogger.warn( { textLimit: limit, imageLimit: config.imageModelRateLimit }, "MODEL_RATE_LIMIT is deprecated. Use TEXT_MODEL_RATE_LIMIT and IMAGE_MODEL_RATE_LIMIT instead." ); } if (process.env.ALLOW_IMAGE_PROMPTS === "true") { const hasAllowedServices = config.allowedVisionServices.length > 0; if (!hasAllowedServices) { config.allowedVisionServices = ["openai", "anthropic"]; startupLogger.warn( { allowedVisionServices: config.allowedVisionServices }, "ALLOW_IMAGE_PROMPTS is deprecated. Use ALLOWED_VISION_SERVICES instead." ); } } if (config.promptLogging && !config.promptLoggingBackend) { throw new Error( "Prompt logging is enabled but no backend is configured. Set PROMPT_LOGGING_BACKEND to 'google_sheets' or 'file'." ); } if (!["none", "proxy_key", "user_token"].includes(config.gatekeeper)) { throw new Error( `Invalid gatekeeper mode: ${config.gatekeeper}. Must be one of: none, proxy_key, user_token.` ); } if (config.gatekeeper === "user_token" && !config.adminKey) { throw new Error( "`user_token` gatekeeper mode requires an `ADMIN_KEY` to be set." ); } if ( config.captchaMode === "proof_of_work" && config.gatekeeper !== "user_token" ) { throw new Error( "Captcha mode 'proof_of_work' requires gatekeeper mode 'user_token'." ); } if (config.captchaMode === "proof_of_work") { const val = config.powDifficultyLevel; const isDifficulty = typeof val === "string" && ["low", "medium", "high", "extreme"].includes(val); const isIterations = typeof val === "number" && Number.isInteger(val) && val > 0; if (!isDifficulty && !isIterations) { throw new Error( "Invalid POW_DIFFICULTY_LEVEL. Must be one of: low, medium, high, extreme, or a positive integer." ); } } if (config.gatekeeper === "proxy_key" && !config.proxyKey) { throw new Error( "`proxy_key` gatekeeper mode requires a `PROXY_KEY` to be set." ); } if ( config.gatekeeperStore === "firebase_rtdb" && (!config.firebaseKey || !config.firebaseRtdbUrl) ) { throw new Error( "Firebase RTDB store requires `FIREBASE_KEY` and `FIREBASE_RTDB_URL` to be set." ); } if (Object.values(config.httpAgent || {}).filter(Boolean).length === 0) { delete config.httpAgent; } else if (config.httpAgent) { if (config.httpAgent.interface && config.httpAgent.proxyUrl) { throw new Error( "Cannot set both `HTTP_AGENT_INTERFACE` and `HTTP_AGENT_PROXY_URL`." ); } } // Ensure forks which add new secret-like config keys don't unwittingly expose // them to users. for (const key of getKeys(config)) { const maybeSensitive = ["key", "credentials", "secret", "password"].some( (sensitive) => key.toLowerCase().includes(sensitive) && !["checkKeys"].includes(key) ); const secured = new Set([...SENSITIVE_KEYS, ...OMITTED_KEYS]); if (maybeSensitive && !secured.has(key)) throw new Error( `Config key "${key}" may be sensitive but is exposed. Add it to SENSITIVE_KEYS or OMITTED_KEYS.` ); } } /** * Config keys that are masked on the info page, but not hidden as their * presence may be relevant to the user due to privacy implications. */ export const SENSITIVE_KEYS: (keyof Config)[] = [ "googleSheetsSpreadsheetId", "httpAgent", ]; /** * Config keys that are not displayed on the info page at all, generally because * they are not relevant to the user or can be inferred from other config. */ export const OMITTED_KEYS = [ "port", "bindAddress", "logLevel", "openaiKey", "anthropicKey", "googleAIKey", "mistralAIKey", "awsCredentials", "gcpCredentials", "azureCredentials", "proxyKey", "adminKey", "serviceInfoPassword", "rejectPhrases", "rejectMessage", "showTokenCosts", "promptLoggingFilePrefix", "googleSheetsKey", "firebaseKey", "firebaseRtdbUrl", "sqliteDataPath", "eventLogging", "eventLoggingTrim", "gatekeeperStore", "maxIpsPerUser", "blockedOrigins", "blockMessage", "blockRedirect", "allowNicknameChanges", "showRecentImages", "useInsecureCookies", "staticServiceInfo", "checkKeys", "allowedModelFamilies", "trustedProxies", "proxyEndpointRoute", "adminWhitelist", "ipBlacklist", "powTokenPurgeHours", ] satisfies (keyof Config)[]; type OmitKeys = (typeof OMITTED_KEYS)[number]; type Printable<T> = { [P in keyof T as Exclude<P, OmitKeys>]: T[P] extends object ? Printable<T[P]> : string; }; type PublicConfig = Printable<Config>; const getKeys = Object.keys as <T extends object>(obj: T) => Array<keyof T>; export function listConfig(obj: Config = config) { const result: Record<string, unknown> = {}; for (const key of getKeys(obj)) { const value = obj[key]?.toString() || ""; const shouldMask = SENSITIVE_KEYS.includes(key); const shouldOmit = OMITTED_KEYS.includes(key as OmitKeys) || value === "" || value === "undefined"; if (shouldOmit) { continue; } const validKey = key as keyof Printable<Config>; if (value && shouldMask) { result[validKey] = "********"; } else { result[validKey] = value; } if (typeof obj[key] === "object" && !Array.isArray(obj[key])) { result[key] = listConfig(obj[key] as unknown as Config); } } return result as PublicConfig; } /** * Tries to get a config value from one or more environment variables (in * order), falling back to a default value if none are set. */ function getEnvWithDefault<T>(env: string | string[], defaultValue: T): T { const value = Array.isArray(env) ? env.map((e) => process.env[e]).find((v) => v !== undefined) : process.env[env]; if (value === undefined) { return defaultValue; } try { if ( [ "OPENAI_KEY", "ANTHROPIC_KEY", "GOOGLE_AI_KEY", "AWS_CREDENTIALS", "GCP_CREDENTIALS", "AZURE_CREDENTIALS", ].includes(String(env)) ) { return value as unknown as T; } // Intended to be used for comma-delimited lists if (Array.isArray(defaultValue)) { return value.split(",").map((v) => v.trim()) as T; } return JSON.parse(value) as T; } catch (err) { return value as unknown as T; } } function parseCsv(val: string): string[] { if (!val) return []; const regex = /(".*?"|[^",]+)(?=\s*,|\s*$)/g; const matches = val.match(regex) || []; return matches.map((item) => item.replace(/^"|"$/g, "").trim()); } function getDefaultModelFamilies(): ModelFamily[] { return MODEL_FAMILIES.filter( (f) => !f.includes("dall-e") && !f.includes("o1") ) as ModelFamily[]; }
a1enjoyer/aboba
src/config.ts
TypeScript
unknown
31,812
/** This whole module kinda sucks */ import fs from "fs"; import express, { Router, Request, Response } from "express"; import showdown from "showdown"; import { config } from "./config"; import { buildInfo, ServiceInfo } from "./service-info"; import { getLastNImages } from "./shared/file-storage/image-history"; import { keyPool } from "./shared/key-management"; import { MODEL_FAMILY_SERVICE, ModelFamily } from "./shared/models"; import { withSession } from "./shared/with-session"; import { checkCsrfToken, injectCsrfToken } from "./shared/inject-csrf"; const INFO_PAGE_TTL = 2000; const MODEL_FAMILY_FRIENDLY_NAME: { [f in ModelFamily]: string } = { turbo: "GPT-4o Mini / 3.5 Turbo", gpt4: "GPT-4", "gpt4-32k": "GPT-4 32k", "gpt4-turbo": "GPT-4 Turbo", gpt4o: "GPT-4o", o1: "OpenAI o1", "o1-mini": "OpenAI o1 mini", "dall-e": "DALL-E", claude: "Claude (Sonnet)", "claude-opus": "Claude (Opus)", "gemini-flash": "Gemini Flash", "gemini-pro": "Gemini Pro", "gemini-ultra": "Gemini Ultra", "mistral-tiny": "Mistral 7B", "mistral-small": "Mistral Nemo", "mistral-medium": "Mistral Medium", "mistral-large": "Mistral Large", "aws-claude": "AWS Claude (Sonnet)", "aws-claude-opus": "AWS Claude (Opus)", "aws-mistral-tiny": "AWS Mistral 7B", "aws-mistral-small": "AWS Mistral Nemo", "aws-mistral-medium": "AWS Mistral Medium", "aws-mistral-large": "AWS Mistral Large", "gcp-claude": "GCP Claude (Sonnet)", "gcp-claude-opus": "GCP Claude (Opus)", "azure-turbo": "Azure GPT-3.5 Turbo", "azure-gpt4": "Azure GPT-4", "azure-gpt4-32k": "Azure GPT-4 32k", "azure-gpt4-turbo": "Azure GPT-4 Turbo", "azure-gpt4o": "Azure GPT-4o", "azure-o1": "Azure o1", "azure-o1-mini": "Azure o1 mini", "azure-dall-e": "Azure DALL-E", }; const converter = new showdown.Converter(); const customGreeting = fs.existsSync("greeting.md") ? `<div id="servergreeting">${fs.readFileSync("greeting.md", "utf8")}</div>` : ""; let infoPageHtml: string | undefined; let infoPageLastUpdated = 0; export const handleInfoPage = (req: Request, res: Response) => { if (infoPageLastUpdated + INFO_PAGE_TTL > Date.now()) { return res.send(infoPageHtml); } const baseUrl = process.env.SPACE_ID && !req.get("host")?.includes("hf.space") ? getExternalUrlForHuggingfaceSpaceId(process.env.SPACE_ID) : req.protocol + "://" + req.get("host"); const info = buildInfo(baseUrl + config.proxyEndpointRoute); infoPageHtml = renderPage(info); infoPageLastUpdated = Date.now(); res.send(infoPageHtml); }; export function renderPage(info: ServiceInfo) { const title = getServerTitle(); const headerHtml = buildInfoPageHeader(info); return `<!doctype html> <html lang="en"> <head> <meta charset="utf-8" /> <meta name="robots" content="noindex" /> <title>${title}</title> <link rel="stylesheet" href="/res/css/reset.css" media="screen" /> <link rel="stylesheet" href="/res/css/sakura.css" media="screen" /> <link rel="stylesheet" href="/res/css/sakura-dark.css" media="screen and (prefers-color-scheme: dark)" /> <style> body { font-family: sans-serif; padding: 1em; max-width: 900px; margin: 0; } .self-service-links { display: flex; justify-content: center; margin-bottom: 1em; padding: 0.5em; font-size: 0.8em; } .self-service-links a { margin: 0 0.5em; } </style> </head> <body> ${headerHtml} <hr /> ${getSelfServiceLinks()} <h2>Service Info</h2> <pre>${JSON.stringify(info, null, 2)}</pre> </body> </html>`; } /** * If the server operator provides a `greeting.md` file, it will be included in * the rendered info page. **/ function buildInfoPageHeader(info: ServiceInfo) { const title = getServerTitle(); // TODO: use some templating engine instead of this mess let infoBody = `# ${title}`; if (config.promptLogging) { infoBody += `\n## Prompt Logging Enabled This proxy keeps full logs of all prompts and AI responses. Prompt logs are anonymous and do not contain IP addresses or timestamps. [You can see the type of data logged here, along with the rest of the code.](https://gitgud.io/khanon/oai-reverse-proxy/-/blob/main/src/shared/prompt-logging/index.ts). **If you are uncomfortable with this, don't send prompts to this proxy!**`; } if (config.staticServiceInfo) { return converter.makeHtml(infoBody + customGreeting); } const waits: string[] = []; for (const modelFamily of config.allowedModelFamilies) { const service = MODEL_FAMILY_SERVICE[modelFamily]; const hasKeys = keyPool.list().some((k) => { return k.service === service && k.modelFamilies.includes(modelFamily); }); const wait = info[modelFamily]?.estimatedQueueTime; if (hasKeys && wait) { waits.push( `**${MODEL_FAMILY_FRIENDLY_NAME[modelFamily] || modelFamily}**: ${wait}` ); } } infoBody += "\n\n" + waits.join(" / "); infoBody += customGreeting; infoBody += buildRecentImageSection(); return converter.makeHtml(infoBody); } function getSelfServiceLinks() { if (config.gatekeeper !== "user_token") return ""; const links = [["Check your user token", "/user/lookup"]]; if (config.captchaMode !== "none") { links.unshift(["Request a user token", "/user/captcha"]); } return `<div class="self-service-links">${links .map(([text, link]) => `<a href="${link}">${text}</a>`) .join(" | ")}</div>`; } function getServerTitle() { // Use manually set title if available if (process.env.SERVER_TITLE) { return process.env.SERVER_TITLE; } // Huggingface if (process.env.SPACE_ID) { return `${process.env.SPACE_AUTHOR_NAME} / ${process.env.SPACE_TITLE}`; } // Render if (process.env.RENDER) { return `Render / ${process.env.RENDER_SERVICE_NAME}`; } return "OAI Reverse Proxy"; } function buildRecentImageSection() { const dalleModels: ModelFamily[] = ["azure-dall-e", "dall-e"]; if ( !config.showRecentImages || dalleModels.every((f) => !config.allowedModelFamilies.includes(f)) ) { return ""; } let html = `<h2>Recent DALL-E Generations</h2>`; const recentImages = getLastNImages(12).reverse(); if (recentImages.length === 0) { html += `<p>No images yet.</p>`; return html; } html += `<div style="display: flex; flex-wrap: wrap;" id="recent-images">`; for (const { url, prompt } of recentImages) { const thumbUrl = url.replace(/\.png$/, "_t.jpg"); const escapedPrompt = escapeHtml(prompt); html += `<div style="margin: 0.5em;" class="recent-image"> <a href="${url}" target="_blank"><img src="${thumbUrl}" title="${escapedPrompt}" alt="${escapedPrompt}" style="max-width: 150px; max-height: 150px;" /></a> </div>`; } html += `</div>`; html += `<p style="clear: both; text-align: center;"><a href="/user/image-history">View all recent images</a></p>`; return html; } function escapeHtml(unsafe: string) { return unsafe .replace(/&/g, "&amp;") .replace(/</g, "&lt;") .replace(/>/g, "&gt;") .replace(/"/g, "&quot;") .replace(/'/g, "&#39;") .replace(/\[/g, "&#91;") .replace(/]/g, "&#93;"); } function getExternalUrlForHuggingfaceSpaceId(spaceId: string) { try { const [username, spacename] = spaceId.split("/"); return `https://${username}-${spacename.replace(/_/g, "-")}.hf.space`; } catch (e) { return ""; } } function checkIfUnlocked( req: Request, res: Response, next: express.NextFunction ) { if (config.serviceInfoPassword?.length && !req.session?.unlocked) { return res.redirect("/unlock-info"); } next(); } const infoPageRouter = Router(); if (config.serviceInfoPassword?.length) { infoPageRouter.use( express.json({ limit: "1mb" }), express.urlencoded({ extended: true, limit: "1mb" }) ); infoPageRouter.use(withSession); infoPageRouter.use(injectCsrfToken, checkCsrfToken); infoPageRouter.post("/unlock-info", (req, res) => { if (req.body.password !== config.serviceInfoPassword) { return res.status(403).send("Incorrect password"); } req.session!.unlocked = true; res.redirect("/"); }); infoPageRouter.get("/unlock-info", (_req, res) => { if (_req.session?.unlocked) return res.redirect("/"); res.send(` <form method="post" action="/unlock-info"> <h1>Unlock Service Info</h1> <input type="hidden" name="_csrf" value="${res.locals.csrfToken}" /> <input type="password" name="password" placeholder="Password" /> <button type="submit">Unlock</button> </form> `); }); infoPageRouter.use(checkIfUnlocked); } infoPageRouter.get("/", handleInfoPage); infoPageRouter.get("/status", (req, res) => { res.json(buildInfo(req.protocol + "://" + req.get("host"), false)); }); export { infoPageRouter };
a1enjoyer/aboba
src/info-page.ts
TypeScript
unknown
8,913
import pino from "pino"; import { config } from "./config"; const transport = process.env.NODE_ENV === "production" ? undefined : { target: "pino-pretty", options: { singleLine: true, messageFormat: "{if module}\x1b[90m[{module}] \x1b[39m{end}{msg}", ignore: "module", }, }; export const logger = pino({ level: config.logLevel, base: { pid: process.pid, module: "server" }, transport, });
a1enjoyer/aboba
src/logger.ts
TypeScript
unknown
467
import { NextFunction, Request, Response } from "express"; export function addV1(req: Request, res: Response, next: NextFunction) { // Clients don't consistently use the /v1 prefix so we'll add it for them. if (!req.path.startsWith("/v1/") && !req.path.startsWith("/v1beta/")) { req.url = `/v1${req.url}`; } next(); }
a1enjoyer/aboba
src/proxy/add-v1.ts
TypeScript
unknown
331