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Bite Me LLZ<div id="scene">
\[img[images/title.gif]]\
</div>
[[Adult content warning]]
WARNING
This game contains content that some players may find offensive. Including graphic depictions of sex and violence. All depicted sexual acts takes place between consenting adults of at least 18 years of age. This is a tale of both the best and the worst humanity has to offer. This is a work of fiction, all names, characters, businesses, places, events, locales, and incidents are fictitious.
[[Begin|Zombies Character Creation]]
If you enjoy the game, please...
[[Support The Game On Patreon (Bite Me LLZ)|https://www.patreon.com/BiteMeLLZ]]
[[Or On Subscribestar (Bite Me LLZ)|https://subscribestar.adult/bite-me-llz]]
[[Follow The Game On Itch.io (Bite Me LLZ)|https://bitemellz.itch.io/bite-me-love-lust-and-zombies]]
[[Join Our Community On Discord|https://discord.gg/5wv7Jt9G53]]
[[Special Thanks]]
[[Changelog]]<<back>>
This game contains Adult Content.
Within this game, you can expect to see (All will be avoidable.):
* Oral Sex
* Vaginal Sex
* Anal Sex
* Non-Consensual/Reluctant (Rape) sex
* M/M Sex
* M/F Sex
* F/F Sex
* Prostitution
* BDSM
All of these things have the potential to appear in the game at one point or another. Additional items may be added to this list as needed.
<<back>><<back>>
<div class="changelog version">A5</div>\
* Added the ability to skip a week of time in the settlements in the morning.
* Wrote and added a unique childbirth scene to Katy.
* Wrote and added some child interaction scenes for the infant stage to the Katy themepark visit function.
* Wrote and added 3 scavenging events for the timeskip function.
* Wrote and added 3 zombie hunting events for the timeskip function.
* Wrote and added 2 settlement events for the timeskip function.
* Wrote and added a new Akane blowjob scene to the settlement sex function.
* Wrote and added a series of two scenes related to the armory. This will replace the grindy stage 2 upgrade to the armory with something story driven instead.
* Made it easier for everyone in the game to become pregnant.
* The usual assortment of spelling, grammar, and other minor fixes.
* Updated the Special Thanks area 10/08/22. If you think you belong on this list but your name isn't there, please let us know so we can get it fixed.
<div class="changelog version">A4</div>\
* Wrote and added two scenes related to discovering that you are pregnant.
* Wrote and added three small morning scenes related to the first trimester of pregnancy for female MC.
* Wrote and added three small morning scenes related to the second trimester of pregnancy for female MC.
* Wrote and added four small morning scenes related to the third trimester of pregnancy for female MC.
* Wrote and added one birth scene for a healthy baby for female MC.
* Wrote and added the first meeting of a minor NPC scavenger to the game. Different content for Male vs Female MC.
* Wrote and added a followup meeting of the new minor NPC scavenger to the game. Female MC only and depending on player choice can lead to pregnancy.
* Wrote and added two new zombie combat scenes for Akane to the Farmland.
* Wrote and added two new zombie combat scenes for Akane to Suburbia.
* Wrote and added two new zombie combat scenes for Akane to the Theme Park.
* Wrote and added Unarmed support to the zombie combat content for Akane.
* Wrote and added Axe support to the zombie combat content for Akane.
* Wrote and added baseball bat support to the zombie combat content for Akane.
* Wrote and added machete support to the zombie combat content for Akane.
* Wrote and added sledgehammer support to the zombie combat content for Akane.
* Wrote and added a new injury death scene for if you die while scavenging with Akane.
* Wrote and added a new infection death scene for if you die while scavenging with Akane.
* Wrote and added a looting scene for medical supplies to Suburbia and Farmland regions.
* Wrote and added a looting scene for medical supplies to the Themepark region.
* Wrote and added a series of three scenes related to the armory. This will replace the grindy stage 1 upgrade to the armory with something story driven instead. Hints at a new kind of zombie.
* Cumming inside Katy in her hotel sex scene now has a chance to get her pregnant.
* Wrote and added a scene where Katy announces her pregnancy. (Happens on the return home.)
* Wrote and added a scene where you can follow up with Katy at the hotel after she has announced her pregnancy.
* Wrote and added 11 ambients related to Katy's symptoms of pregnancy. (4 for trimester 1, 3 for trimester 2, and 4 for trimester 3. Can be seen through a button that lets you visit Katy at the hotel from the themepark.)
* Added a generic birthing scene that is currently used for when Katy gives birth.
* Added the Condom item to the game. (Using one, or pulling out are the only ways to prevent pregnancy.)
* Added fertility and pregnancy information to the stat pages.
* Added a tab that lets you view the stats of your children. (Can either be accessed from the sidebar, or the settlement residents page.)
* Added pregnancy and cum-filled as status effects to the NPC stat pages.
* Added a new variable that tracks how many sexual partners you have had. (It is broken down by Male/Female/Other partners.)
* Added a slew of new sexual stat variables to the game that show up in the player and NPC pages. (Sex has now been broken down by type as have creampies. (Oral/Vaginal/Anal/Other))
* Added a cheat that lets you change fertility and virility values for yourself and NPCs.
* Added a cheat to female players where you can make yourself pregnant.
* Fixed a couple of inconsistencies in how the gun text was handled in Katy 2.
* Fixed an issue where the Akane Missionary content wasn't properly incrementing the sex variable.
* Fixed an issue where getting Akane pregnant wasn't properly incrementing the pregnancy sex stat variables.
* The usual assortment of spelling, grammar, and other minor fixes.
* Updated the Special Thanks area 9/11/22. If you think you belong on this list but your name isn't there, please let us know so we can get it fixed.
<div class="changelog version">A3</div>\
* Added Katy's 3rd scene to her story.
* Added a repeatable Akane missionary sex scene. (Includes the optional possibility of getting her pregnant)
* Added a scene where Akane announces her pregnancy.
* Added 7 scenes related to Akane having pregnancy symptoms. (They occur when you visit with her) 2 for the first trimester, 2 for the second trimester, and 3 for the third trimester.
* Added 4 scenes related to interacting with the children you have had with Akane. (They occur when you visit with her) 2 for the baby age range, 1 for the toddler age range, and 1 for the child age range.
* Added 2 Akane birthing scenes, one that will occur if you are at home when the birth takes place, and one that will occur if you are out scavenging.
* Added an option to ask Akane to train you. (If you have completed her first storyline) This allows you to increase your combat skill if it less than or equal to 2.
* Added a new hangout function to Akane. (Requires you to have completed her first storyline on the friend route)
* Added 3 new scavenging events. 1 specific to the Theme Park, 1 specific to Suburbia, and 1 specific to the Farmland.
* Added a new attack event to Suburbia.
* Added flavor texts to your settlement description that describe changes in the settlement upon different levels of upgrades of the armory.
* Added a female player variant to the scene where you can rape Akane. (Akane 4)
* Added the option to pick female as a gender at game start.
* Added an game hint menu that you can check for further info on how to progress character storylines.
* Added pregnancy cheats to the cheat menu. (Currently only available for Akane with a relationship greater than or equal to 6, on her romance path, if your gender is male.)
* Refined the NPC and player stat pages.
* Reworked and refined the character creation page.
* Reworked and added who resides in your settlement to the settlement info page.
* Resized the character portraits in the game to be more accurately sized.
* Added Akane cowgirl sex art to the game.
* Added Katy hotel sex art to the game.
* Added 3 female player character portraits to the game. (One for each ethnicity)
* Added 3 female player banners to the game. (One for each ethnicity)
* Added Axe art to the game.
* Added Antibiotic art to the game.
* Added Bandage art to the game.
* Added First Aid Kit art to the game.
* Added Toolkit art to the game.
* Fixed an issue where Akane leaving the settlement would leave her settlement menus active, and wouldn't remove her if she was following you at the time (Thus causing a slew of errors as it shouldn't of been possible.)
* Fixed an issue where a failed scavenge in Suburbia could lead to the array for farmland events being pulled.
* The usual assortment of spelling, grammar, and other minor fixes.
* Updated the Special Thanks area 8/19/22. If you think you belong on this list but your name isn't there, please let us know so we can get it fixed.
<div class="changelog version">A2</div>\
* Added Akane's 6th scene to her story.
* Added Katy's 2nd scene to her story.
* Added 6 new talk scenes for Akane, which trigger after you see her 6th scene. 2 that can trigger in both relationship routes, 2 for the romance route, and 2 for the friend route.
* Added four new dying scenes. 2 for if you have reached 10 infection (1 for when you are out and about, and 1 for home), and 2 for if you have 0 health (1 for when you are out and about and 1 for home).
* Added 13 scenes that appear as your infection level progresses. 9 scenes for movement between locations (One for each level of infection). 4 scenes that occur when ending the day (Starting from 6 points of infection).
* Added a scene replay mechanic to the sidebar (It requires you to have seen the scenes prior. Unfortunately in order to backlog the scenes into the gallery, you will have to trigger any scene progression in both Katy and Akane's storylines. Weapon scenes will fill themselves out as you encounter them again, unless you have seen the unique machete and vest scene, of which we were able to auto populate into the gallery so you won't miss out on unlocking them.)
* Added the cheat menu to the game for supporters.
* Added the antibiotic item. This item can be consumed to reduce infection by 2 points per antibiotic.
* Bandages can now be consumed to restore 2 health per bandage.
* First Aid Kits can now be consumed to restore health to full.
* Toolkits can now be used on items that have durability to repair them.
* Reduced the max health to 10. For save compatibility purposes everyone who loads a save will gain 10/10 health.
* Refined the equipment function so you can equip something else now without having to unequip the previous item first.
* Added a new feature to the end day button where your infection will spread by 1 each night as long as you have at least one point of infection prior. If you are non infected, you will automatically regain one health at the end of each day instead.
* Added a page where you can view Akane's current stats after she has joined your settlement.
* Modified the "Your Stats" page to be more compact and a more visually appealing display.
* Added a new "Ferry Battery" item that relates to Katy's storyline.
* Added sex stats to the "Your Stats" menu.
* Added a places visited section to the "Your Stats" menu.
* Added 3 character banner images to be used as a header in the "Your Stats" page (One for each player option.)
* Added 3 new generic banner images to be used as headers in the npc and player stat menus.
* Added a character banner image to be used as a separator in Akane's stat menu.
* Moved Katy's first scene link from the scavenging array to the Themepark location, to make it easier to trigger and more consistent with how you access Akane's story.
* Fixed the fact that Akane's sex scenes weren't incrementing the sex variables. (Unfortunately this means that any scenes done prior to the fix won't be accounted for in the variables.)
* Fixed an issue where you were able to equip armor again even if it had 0 durability. You should now be unable to equip 0 durability items until they have been fixed with the toolkit.
* Fixed an issue where trying to set your name would cause it to reset to the default.
* The usual assortment of spelling, grammar, and other minor fixes.
* Updated the banners in the changelog to be more consistent with what is used throughout the rest of the game.
* Updated the Special Thanks area 07/20/22. If you think you belong on this list but your name isn't there, please let us know so we can get it fixed.
<div class="changelog version">A1</div>\
* Added the game's intro.
* Added Akane's 4th scene to her story.
* Added Akane's 5th scene to her story.
* Added a new conversation scene for Akane that appears after her 4th scene has played.
* Reworked Akane's conversations to more accurately reflect story progression.
* Added a small teaser scene for a new character, Katy.
* Added Axe scene to Raider Combat.
* Added Baseball Bat to Raider Combat.
* Added Machete to Raider Combat.
* Added Sidearm to Raider Combat.
* Added Longarm to Raider Combat.
* Added Raider Loot Table.
* Added Raider Kills to the game to track the number of Raiders you have killed.
* Added LEWD stats to the game to track how many partners you have had, creampies, pregnancies, and births.
* The usual assortment of spelling, grammar, and other minor fixes.
<div class="changelog version">Proof of concept build 2</div>\
* Added two Axe scenes to the game. These are for finding an axe you can use as a weapon. One for Suburbia, one for Farmland.
* Added two new conversation scenes for Akane if you've progressed her storyline.
* Added 3 new companion scenes for Akane, if you ask her to follow you. Two in Suburbia, one in Farmland.
* Added an axe combat scene to the Zombie Fights.
* Added a baseball bat combat scene to the Zombie Fights.
* Added a machete combat scene for Zombie Fights.
* Added Farmland art to the game. Four variants.
* Added Suburbia art to the game. Four variants.
* Added Themepark art to the game. Four variants.
* Added Sidearm art to the game.
* Added Longarm art to the game.
* Added Sidearm Ammo art to the game.
* Added Longarm Ammo art to the game.
* Added Machete art to the game.
* Added Badass Machete art to the game.
* Added Sledgehammer art to the game.
* Added Baseball Bat art to the game.
* Added Leather Jacket art to the game.
* Added Badass Leather Vest art to the game.
* Added Body Armor art to the game.
* Added Seeds art to the game.
* Added a new settlement option to the game, the theme park settlement.
* Added a new area you can scavenge in/explore, the theme park.
* Added the ability to make camp upgrades, currently this only includes donating supplies to increase the level of the settlement armory.
* Added fifty-two initial generic NPCs, six of which have are now used in preexisting scenes.
* Added the ability to ask companion NPCs, such as Akane to join you while scavenging.
* The usual assortment of spelling, grammar, and other minor fixes.
<div class="changelog version">Proof of concept build 1</div>\
* First build of game.
<<back>><<widget "refreshcheatmenu">><<replace ".passage">><<include `passage()`>><</replace>><</widget>><<setupClothing>><<set window.clothing = {
/* Bite Me: Love, Lust, and Zombies Clothing. */
}>>The sound of a gunshot sends a surge of adrenaline through you. Then inexplicably you find yourself racing toward the sound instead of away.
You make it almost a block before a second and third gunshot fills the air.
<<talk "femaleStranger">>Shit!<</talk>>\
The feminine voice snaps your attention around to the house across the street
Charging through the front door of the house, you skid to a stop at the sight of two zombies pounding on a closed door.
<<talk "player">>Over here!<</talk>>\
You shout at the zombies before the more rational part of your mind can stop you.
In unison, they both turn toward you.
What follows is chaos. The zombies moving toward you too fast to mount a proper defense, and nowhere near enough space to outmaneuver them.
<<talk "thought">>This isn't how I thought I'd die.<</talk>>\
Part of you wants to laugh at the absurdity of it, rushing to the defense of a complete stranger that may or may not even know you were even here.
Trying to sidestep, you deflect one zombie into the other before the closest one gets a grip on you. You stumble, then fall onto your back while trying to hold it back. The only saving grace is that you somehow manage to keep the closer zombie between you and the second one.
Somewhere behind the zombie who's mouth hangs open inches from your face, you see a flash of blue, then a feminine grunt and the sound of something heavy hitting the floor. Several heartbeats later, there's another similar grunt, and the zombie on top of you goes limp.
You hold the zombie above you for a couple of seconds longer, then shove it to the side only to find a female police officer pointing a gun right at your face.
<<talk "akane" "Female Stranger">>Who the hell are you, and what do you want?<</talk>>\
Your eyes go from her face, then to the gun before returning to her face.
The asian woman looks grim, maybe in her thirties and fit. There's a hardness in her eyes that can only come from having seen terrible things. Her hand holding the gun has a slight tremor to it, and the other hand holds a bloody screwdriver that she holds so tight her knuckles are white.
Her eyes widen in alarm as you start to get up, ignoring the gun in her hands.
<<talk "player">>If you still had ammo, you'd have shot these two.<</talk>>\
You stop at the sitting position on the floor, gesturing at the two corpses on the floor around you.
<<talk "player">>Instead of using the screwdriver to brain them.<</talk>>\
Raising one hand for her to help you up, you continue.
<<talk "player">>Help me up, then lets get some place we can safely talk without the few dozen zombies your earlier shooting probably drew.<</talk>>\
You see her gun arm waver, not quite leaving you.
<<talk "akane" "Female Stranger">>Why should I trust you? Every person I've met in the last month has tried to rape, kill, or eat me.<</talk>>\
There's a hint of vulnerability in her voice.
<<talk "player">>I came in here to help. Drew them away from the door because I thought someone was trapped and needed help.<</talk>>\
Sighing, you start to lower your hand.
[[Try to convince her to come with you.|Akane 1a]]
[[Part ways.|Akane 1b]]
<<set $akaneGallery to 1>>\<<talk "player">>Lets at least get away from here before more show up. We can go our own ways if you want, or we can talk. I have a little place I call home, it's relatively safe. More than enough room if you don't have anywhere else to go. Up to you. Name's <<print $player.firstName>>.<</talk>>\
The woman looks skeptical as she holsters her pistol, then with her now empty hand she reaches out to help you up.
<<talk "akane">>Akane. We can talk. Lead the way.<</talk>>\
[[Next.|Akane 1c]]You meet the woman's gaze, realizing that she's untrusting and cold. With that in mind, you get up, brushing yourself off.
<<talk "player">>You're welcome.<</talk>>\
The look on her face is hard to read, but the gun in her hands centering on your chest again tells you everything you need to know.
<<talk "player">>I'm just going to keep my hands where you can see them and back away, alright?<</talk>>\
Putting action to words, you start to move away, not looking away from her until you are out of the house.
You think you can see just the barest hint of sadness in her eyes as you leave.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<addtime { hour : 6 }>>\
<<run $akane.addFlag("met")>>\Akane stays behind you as the two of you move through the streets. You aren't sure if it's a lack of trust, or something else, but you don't want to provoke her if you can help it.
<<talk "player">>You were a police officer?<</talk>>\
You can see her stiffen just a little from the corner of your eye.
<<talk "akane">>Yes.<</talk>>\
Nodding in understanding, you cut through an alley. On the other side, you don't see any sign of the undead.
<<talk "akane">>Why did you help me?<</talk>>\
Her tone is tired, the sound of someone who's nearly given up, who's on the verge of falling apart right now.
<<talk "player">>I don't know.<</talk>>\
You reply honestly.
<<talk "player">>I heard your gunshots and my feet started moving. And when I got there, I knew I had to help.<</talk>>\
Seeing her lip quiver, tears starting to well up in her eyes, you slip your arms around her right as she starts to cry.
For several minutes, you hold her while trying to watch your surroundings for danger.
<<talk "akane">>Sorry.<</talk>>\
She wipes at her eyes as she pulls away.
<<talk "player">>Nothing to be sorry for.<</talk>>\
Her eyes search yours for a long moment.
<<talk "akane">>I've been alone for a long time. If your offer still stands, maybe I'll come with you.<</talk>>\
You nod.
<<talk "player">>I'd like that.<</talk>>\
<<addtime { hour : 6 }>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<run $akane.addFlag("joined")>>\
<<set $akane.relationship += 1>>\There's purpose in Akane's step as she approaches you, then as she slows in front of you there's a hint of uncertainty that she visibly squashes.
<<talk "akane">>I have a favor to ask. I know you've already done a lot for me by taking me in, you don't owe me anything, but I have to ask anyway.<</talk>>\
You wait a second, thinking you might have to prompt her, but then she speaks.
<<talk "akane">>I haven't been able to go home since this all began. And I, . . . <</talk>>\
She trails off for a moment before continuing.
<<talk "akane">>I have something I need to check on.<</talk>>\
You can tell from her tone that she likely knows she won't like what she finds, but there's enough conviction in her tone that you suspect she will eventually go on her own if you don't go with her.
<<talk "player">>You want me to go with you, to watch your back?<</talk>>\
Akane looks relieved as you say the words. She nods eagerly.
<<talk "akane">>Just, . . . the next time you're headed into the suburbs, maybe I can come along?<</talk>>\
You nod in understanding.
<<talk "player">>Sure, I'll let you know some time I know I'm headed that way. We'll make a little detour for you.<</talk>>\
She smiles, an odd mix of sadness and relief in her features. Before you can react, she throws her arms around you in a warm hug before extracting herself.
<<talk "akane">>Thank you.<</talk>>\
Excusing herself, you see her stride away, a sense of renewed purpose in her step.
[[End.|$location]]
<<set $akaneGallery to 2>><<run $akane.addFlag("companion")>><<set $akane.relationship += 1>>\<<talk "player">>You said you wanted to go home when we were in the area, . . . . would you like to take care of that now?<</talk>>\
Akane seems almost surprised, then instead of answering she simply nods.
You gesture for her to lead the way, which she does in silence.
As the two of you move street to street, you begin to wonder why she hasn't been back. There aren't many zombies in the area that you can see, and the area seems ripe for looting.
<<talk "thought">>She's got her reasons, and I'll find out soon enough.<</talk>>\
Keeping an eye on your surroundings, it takes you a second longer than it should to realize that Akane has come to a stop. You barely stop yourself before running into her.
When your eyes find her face, you can see grim determination cloaked in soul crushing sadness.
Unsure of what to say, or even if you should say anything, you place a hand on her shoulder in what you hope she interprets as a comforting gesture.
A hint of the tension goes out of her as she gives you an appreciative look.
<<talk "akane">>Thank you for bringing me here, and for not prying for why.<</talk>>\
If not for her expression, you'd have smirked at her assertion that you brought her here when she was leading you.
<<talk "akane">>When everything went wrong. I was on duty, and I saw my partner shoot a little girl in the head. The order had just come down that we were to shoot to kill the infected and we were to assist the military in any way we could.<</talk>>\
You see her swallow, some of her determination crumbling beneath the sadness in her eyes.
<<talk "akane">>The little girl, she was pale, her eyes weren't right, and there was blood on her arm where she'd been bitten. But all I could see is a hurt little girl. Something inside me broke when I saw her go down. I was a fool, convinced someone would find a cure, and that my partner had just taken the life of a child.<</talk>>\
She falls silent for several seconds, but you can tell she's gathering her thoughts to continue.
<<talk "akane">>By the end of my shift, I heard that anyone even suspected of being infected was being turned over to the military when they went to the hospitals, and the military was killing them in mass and burning the bodies.<</talk>>\
Akane's voice sort of catches.
<<talk "akane">>That night, I called my mom, she said she was getting ready to head to the hospital, one of the neighbors attacked her. I begged her not to go, knew that if she did, they'd kill her too.<</talk>>\
Her eyes brim with tears, the first one trailing down the side of her nose.
<<talk "akane">>She listened to me. She promised me that she'd lock all the doors, that she'd avoid people until I could get here to help.<</talk>>\
She turns her head toward you for the first time.
<<talk "akane">>When I called her back the next morning, I was so relieved when the other end of the line picked up, it took me a little longer to realize that the phone had been knocked over, that I could hear movement, that soft moan we've heard a thousand times from the undead. I knew in my heart my mother had turned, . . . . <</talk>>\
The silence that follows lingers.
<<talk "player">>What are we doing here?<</talk>>\
You do your best to keep any judgment out of your voice.
<<talk "player">>You let me know what you need, and I'll do it if I can.<</talk>>\
Akane nods, a quiver in her voice when she replies.
<<talk "akane">>I need to put my mother to rest. And I think I need someone to hold me while I cry when it's done.<</talk>>\
It's your turn to nod.
[[Next.|Akane 3a]]
<<set $akaneGallery to 3>>\It takes Akane a few seconds to steel her resolve, but then she's in motion.
You're just a couple of steps behind her, taking in the white house, the flower garden surrounding it that was likely the envy of the neighborhood, everything in its place.
<<talk "thought">>Looks like Akane's mother lived well if simply.<</talk>>\
Then Akane kneels, turning over a stone near the door where she picks up a key wrapped in a little plastic bag. Using the key, she unlocks the door and opens it.
She's tense, her pistol in hand at her side, her eyes sweeping the interior of the house.
<<talk "akane">>Mom? I'm home.<</talk>>\
Her voice holds a mountain of heartache and just the faintest dash of hope. Hope that you know deep down will be crushed when you find her mother.
Only silence answers.
You aren't sure if her police training kicks in, or if her subconscious mind accepts the inevitable, but the end result is the same. Her gun snaps up into the ready position, both hands on the grip. She steps through an archway to your left, eyes and gun sweeping the space before quickly moving through the living room.
Room by room, she searches the house. You stay close enough behind her to help if she needs it, but far enough back to not be in the way.
She just finishes passing through the dining room when something changes. She freezes in another archway, the barrel of her gun lower slightly.
Stepping up behind her, you see a short woman standing at the kitchen sink.
<<talk "akane">>Mom?<</talk>>\
Every fiber of your being hopes for Akane, knowing that happy endings in this new world of death are so impossibly rare.
Then the figure turns.
She holds a striking resemblance to Akane. However the ashen sheen of her skin and milky white eyes confirms what you already suspected.
Akane's heartbreak is like a physical thing, sundering her soul in her horrible moment of realization.
Her pistol lowers further.
<<talk "akane">>I'm so sorry mom, I love you so much. I should have come sooner.<</talk>>\
If any part of her mother still remains, it shows no sign of recognition as it lets out a soft moan and takes its first tentative step toward Akane.
<<talk "akane">>I'm so sorry.<</talk>>\
Akane's arms fall to her side, pistol still held loosely in her grip.
Her mother shambles another step closer.
<<talk "thought">>I know she said she had to do this, but maybe part of why she wanted me along was in case she couldn't?<</talk>>\
<<if $player.gender is setup.Character.Gender.Male>>[[Trust Akane to finish what she came to do. (Romance Path)|Akane 3b]]<<else>>[[Trust Akane to finish what she came to do.|Akane 3b]]<</if>>\
<<if $player.gender is setup.Character.Gender.Male>>[[Take the shot yourself. (Friend Path)|Akane 3c]]<<else>>[[Take the shot yourself.|Akane 3c]] <</if>>\Unease builds in you as the zombie approaches, giving a horrible moment where you fear you will have to step in to finish this.
When the zombie gets too close, Akane reaches out with her free hand and pushes the zombie just out of her reach again.
Then she does it again.
It's not until the third time that something changes.
The zombie stumbles back a couple of steps, its arms flailing ineffectively at Akane.
<<talk "akane">>I love you mom.<</talk>>\
When the zombie steps forward again, Akane's gun snaps up, inches from the zombie's forehead.
The gunshot sounds impossibly loud in the kitchen.
A small circle on the zombie's forehead is the only indication that Akane hit her target, then with a slow sort of grace, her mother slumps to the ground almost as if it decided to lay down for a nap.
You turn toward Akane just as the first sob escapes her lips, then you're throwing your arms around her to hold her as she breaks down and cries uncontrollably.
For a long time you hold her, past the time you feel the shoulder of your shirt soak through with her tears, past the time your legs and arms ache to hold her.
It's not until she pulls away that you finally let go of her. She wipes her eyes, then meets your gaze evenly.
<<talk "akane">>Will you help me, . . . . lay her to rest?<</talk>>\
You nod.
<<talk "player">>Just let me know what you need.<</talk>>\
She doesn't say the words, but you can see the gratitude in her eyes.
[[Next.|Akane 3d]]
<<if $player.gender is setup.Character.Gender.Male>><<run $akane.addFlag("Romance")>><<else>><<run $akane.addFlag("Friendzone")>><</if>><<talk "player">>It's alright, I've got this for you.<</talk>>\
Akane offers no resistance as you take the pistol from her hands.
Turning to the zombie, you speak as it shambles slowly toward you.
<<talk "player">>Akane is a good person, I'm lucky to call her friend. I'll do my best to look out for her. Wherever you are, I hope you're looking down and that you're proud of the woman she is.<</talk>>\
The gunshot sounds impossibly loud in the kitchen.
A small circle on the zombie's forehead is the only indication that you hit your target, then with a slow sort of grace, it slumps to the ground almost as if it decided to lay down for a nap.
You turn back to Akane just as the first sob escapes her lips, then you're throwing your arms around her to hold her as she breaks down and cries uncontrollably.
For a long time you hold her, past the time you feel the shoulder of your shirt soak through with her tears, past the time your legs and arms ache to hold her.
It's not until she pulls away that you finally let go of her. She wipes her eyes, then meets your gaze evenly.
<<talk "akane">>Will you help me, . . . . lay her to rest?<</talk>>\
You nod.
<<talk "player">>Just let me know what you need.<</talk>>\
She doesn't say the words, but you can see the gratitude in her eyes.
[[Next.|Akane 3d]]
<<run $akane.addFlag("Friendzone")>>A couple of hours later, you're standing over a fresh grave. A wooden cross and a picture of Akane and her mother resting at its head.
You look to Akane, seeing how tired she looks, like she's emotionally spent.
<<talk "akane">>Just a few minutes longer. Then we can go.<</talk>>\
<<if $akane.hasFlag("Romance")>>Unexpectedly, she reaches out, her fingers interlacing with yours before turning her attention back to the grave.
You're intimately aware of how warm her hand feels in yours, and the affectionate squeeze before she lets go is unmistakable.
<<else>>Akane meets your gaze for a heartbeat, then turns her attention back to the grave at her feet.
<</if>>In the very next second, Akane seems to draw herself up, recomposing herself as she takes a single deep breath. She lets it out slowly as she blinks in slow motion.
Neither of you needs to say a word as you leave the house behind, but you can't help but think that this experience changed both of you on a profound level.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<run $akane.relationship += 1>>The sound of something being knocked over fills you with concern.
<<talk "thought">>Zombies find their way in?<</talk>>\
You instinctively reach for your weapon as you round the corner, . . . .
Only to find Akane sprawled across the ground, a beer bottle rolling away from her hand, leaving a trail of fluid in its wake.
<<if $akane.hasFlag("Romance")>>You feel a flicker of panic, worried that she might have been hurt, or worse. Your footsteps draw you to her side where you quickly examine her for any signs of injury.
<<talk "akane">>-isss uuuh mammaaaa.<</talk>>\
Her drunken drawl speaks far more of her state than her lack of visible injury.
<<talk "player">>Akane? Lets get you up and to bed.<</talk>>\
She mumbles something unintelligible, then nearly pulls you to the ground as she fumbles to find her feet. Eventually you get one of her arms over your shoulder and yours around her middle for support.
A couple of minutes later, you've reached her room and are helping her into bed.
You're just preparing to tuck her in when you notice the intensity of her gaze.
<<talk "akane">>tink I uvvvv you.<</talk>>\
Her words root you to the spot, unsure of what to do next.
Akane begins to paw awkwardly at her clothes like she's attempting to take them off, but she lacks the coordination to do so.
<<else>>You feel a surge of panic for your friend, worried that she might have been hurt, or worse. Your footsteps draw you to her side where you quickly examine her for any signs of injury.
<<talk "akane">>-isss uuuh mammaaaa.<</talk>>\
Her drunken drawl speaks far more of her state than her lack of visible injury.
<<talk "player">>Akane? Lets get you up and to bed.<</talk>>\
She mumbles something unintelligible, then nearly pulls you to the ground as she fumbles to find her feet. Eventually you get one of her arms over your shoulder and yours around her middle for support.
A couple of minutes later, you've reached her room and are helping her into bed.
You're just preparing to tuck her in when you notice the intensity of her gaze.
<<talk "akane">>uuzzz ood riend.<</talk>>\
Her words are almost enough to bring a smile to your face.
Akane begins to paw awkwardly at her clothes like she's attempting to take them off, but she lacks the coordination to do so. For a split second, you wonder if she sleeps naked or if there's some other intent for the action.
<</if>><<if $player.gender is setup.Character.Gender.Male>>[[She's too drunk to make decisions, hold her.|Akane 4a]]<<else>>[[She's too drunk to make decisions, hold her.|Akane 4a FEM]]<</if>>
<<if $player.gender is setup.Character.Gender.Male>>[[Help her out of her clothes and give her the fucking she craves.|Akane 4b]]<<else>>[[Help her out of her clothes and give her the fucking she craves.|Akane 4b FEM]]<</if>>
<<set $akaneGallery to 4>>\<<talk "player">>You're drunk, lets keep your clothes on. Don't want to do anything we might regret come morning.<</talk>>\
Akane mumbles something, but the words are too slurred to decipher.
Sitting in the bed beside her, you lean against the wall while stroking her hair and talking softly to her.
At one point, she shuffles closer, using your thigh as a pillow, whatever she tries to say at the time is muffled by your leg.
You blink, but as you open your eyes you realize it was more than a blink. At some point during the night, Akane woke up, cuddling closer to you in her sleep.
Giving her an affectionate little squeeze, you enjoy her warmth against you.
<<talk "akane">>Sorry about last night.<</talk>>\
She sounds awake, but her words still slur slightly.
<<talk "akane">>You shouldn't have had to see me like that.<</talk>>\
Brushing a bit of her hair from her brow, you feel her nuzzle just a little closer.
<<if $akane.hasFlag("Romance")>><<talk "player">>I care about you, I'm just glad I could help.<</talk>>\
There's a long silence before she replies.
<<talk "akane">>Most people would have taken advantage of a situation like last night. You helped me to bed and held me. That, . . . means a lot.<</talk>>\
She sits up just a little unsteadily, then looks you right in the eyes before kissing you full on the lips. When she pulls back, you can detect just a hint of blush in her cheeks.
After a moment, you see a hint of a smile tug at her lips, making her look like a schoolgirl who just kissed her crush.
<<talk "thought">>Might not be too far off there.<</talk>>\
You pull her back into a hug, a hug that she eagerly returns.
The two of you remain like that for a long while before Akane reluctantly pulls back. She stops with her face just inches from yours, then kisses you one more time before pulling away.
<<talk "akane">>Last night, the loss of my mother hit me hard. Thank you for, . . . . everything. You're, . . . . I, . . . <</talk>>\
She trails off, looking unsure of what to say next.
<<talk "akane">>I smell like beer. I need a cold shower, an asprin, and a cup of coffee. Get your ass out of here before I say something I'm not ready to say.<</talk>>\
Not giving you time to protest, she ushers you out, leaving you looking at the horizon right as the sun begins to rise.
<<else>><<talk "player">>I'm your friend. And friends look out for one another.<</talk>>\
There's a long silence before she replies.
<<talk "akane">>Most people would have taken advantage of a situation like last night. You helped me to bed and held me. You're a good friend.<</talk>>\
She sits up just a little unsteadily, then looks you right in the eyes before throwing her arms around you in a warm hug. When she pulls back, she gives you a little smile.
You pull her back into a hug, a hug that she eagerly returns.
The two of you remain like that for a long while before Akane reluctantly pulls back. She stops with her face just inches from yours, then kisses you on the cheek before pulling away.
<<talk "akane">>Last night, the loss of my mother hit me hard. Thank you for, . . . . everything. It helps a lot to know I have a friend who cares.<</talk>>\
She trails off, looking unsure of what to say next.
<<talk "akane">>I smell like beer. I need a cold shower, an asprin, and a cup of coffee. Get your ass out of here before I scar you for life by showing you my naked ass.<</talk>>\
Not giving you time to protest, she ushers you out, leaving you looking at the horizon right as the sun begins to rise.<</if>>
[[End.|$location]]
<<run $akane.relationship += 1>>\<<talk "player">>You're drunk, lets keep your clothes on. Don't want to do anything we might regret come morning.<</talk>>\
Akane mumbles something, but the words are too slurred to decipher.
Sitting in the bed beside her, you lean against the wall while stroking her hair and talking softly to her.
At one point, she shuffles closer, using your thigh as a pillow, whatever she tries to say at the time is muffled by your leg.
You blink, but as you open your eyes you realize it was more than a blink. At some point during the night, Akane woke up, cuddling closer to you in her sleep.
Giving her an affectionate little squeeze, you enjoy her warmth against you.
<<talk "akane">>Sorry about last night.<</talk>>\
She sounds awake, but her words still slur slightly.
<<talk "akane">>You shouldn't have had to see me like that.<</talk>>\
Brushing a bit of her hair from her brow, you feel her nuzzle just a little closer.
<<talk "player">>I'm your friend. And friends look out for one another.<</talk>>\
There's a long silence before she replies.
<<talk "akane">>Some people would have taken advantage of a situation like last night. You helped me to bed and held me. You're a good friend.<</talk>>\
She sits up just a little unsteadily, then looks you right in the eyes before throwing her arms around you in a warm hug. When she pulls back, she gives you a little smile.
You pull her back into a hug, a hug that she eagerly returns.
The two of you remain like that for a long while before Akane reluctantly pulls back. She stops with her face just inches from yours, then kisses you on the cheek before pulling away.
<<talk "akane">>Last night, the loss of my mother hit me hard. Thank you for, . . . . everything. It helps a lot to know I have a friend who cares.<</talk>>\
She trails off, looking unsure of what to say next.
<<talk "akane">>I smell like beer. I need a cold shower, an asprin, and a cup of coffee. Get your ass out of here before I scar you for life by showing you my naked ass.<</talk>>\
Not giving you time to protest, she ushers you out, leaving you looking at the horizon right as the sun begins to rise.
[[End.|$location]]
<<run $akane.relationship += 1>>\Seeing an opportunity, and figuring that if she's trying to undress, that it's clearly an indication of interest, you quickly assist her with her clothes.
She grumbles something under her breath as you pull her pants down, but you don't catch what it is that she said. Then, with her shirt open, and her pants and panties discarded, you quickly undress yourself.
You waste no time. You crawl onto the bed and rub the tip of your cock up and down her slit once before shoving yourself inside.
Akane makes a little grunt as her head lolls to one side.
Then you're thrusting, her hole warm and receptive even if she simply lays beneath you making you do all of the work.
At least she is making little noises occasionally to indicate some degree of pleasure from the experience.
It's not until you feel your balls beginning to pull up tight, the urge to cum growing ever more insistent, that you realize that those little sounds are actually Akane snoring.
Even that realization doesn't quite kill your enthusiasm, and within moments you reach the point of no return, shoving deep as you cum inside of her.
Within seconds, you collapse at her side and fall asleep.
[[Wake.|Akane 4c]]Seeing an opportunity, and figuring that if she's trying to undress, that it's clearly an indication of interest, you quickly assist her with her clothes.
She grumbles something under her breath as you pull her pants down, but you don't catch what it is that she said. Then, with her shirt open, and her pants and panties discarded, you quickly undress yourself.
You waste no time. You crawl onto the bed and slide your hand between her legs as you take one of her nipples into your mouth.
Akane makes a little grunt as her head lolls to one side.
With one finger on her clit and two more sliding up and down her slit, you can feel her nipple hardening in your mouth.
Making little noises beneath you, you slide two fingers into Akane's pussy, gently rubbing the interior of her sweltering tunnel.
As you feel her body become more tense, any misgivings she might have giving out to her arousal in her drunken state, you kiss her firmly on the lips.
The taste of alcohol is strong on her breath, but you maintain the kiss anyway, your fingers pistoning in and out of her hole rapidly now.
Then she tenses, shudders, then goes limp.
Realizing that she just came, you slide your fingers out of her freshly used hole, rising them to your lips to taste her juices before rolling onto your back beside her.
Within seconds you fall asleep.
[[Wake.|Akane 4c FEM]]The sounds of things being thrown about wakes you up. It takes you a few seconds to make sense of what you see.
Akane, a duffel bag stuffed full of items hanging from her shoulder as she grabs additional items to shove haphazardly into the bag.
She pivots toward you as you sit up in bed, your cock sticking to your leg from the dry fluids from the night before.
<<talk "akane">>I thought you were different.<</talk>>\
It takes you a second to realize that she's upset that you had sex last night.
<<talk "akane">>I thought I could trust you, that you were my friend, that you were, . . . special.<</talk>>\
Turning away from you, she reaches the door, opening it before looking back.
<<talk "akane">>If I wanted to be raped, I'd have joined all the raider gangs.<</talk>>\
The silence that follows the door being slammed closed in her wake is deafening.
For several minutes you remain, half expecting her to return, but when she does not, you get up and get dressed.
A minute later you are standing outside, watching the sun tease the horizon as it begins to rise for the day.
Looking about, you see no sign of where Akane might have gone.
[[End.|$location]]
<<run $akane.addFlag("leftSettlement")>><<run $akane.deleteFlag("companion")>><<run $akane.deleteFlag("joined")>><<set $akane.relationship to 0>><<if $akane.hasFlag("followPlayer")>><<run $akane.deleteFlag("followPlayer")>><</if>><<run $akane.vaginalSexRecieved += 1>><<run $player.vaginalSexGiven += 1>><<run $player.vaginalCreampiesGiven += 1>><<run $akane.vaginalCreampiesRecieved += 1>><<if $player.hasSexed($akane) is false>><<run $akane.maleSexualPartners += 1>><<run $player.femaleSexualPartners += 1>><<run $player.addFlag("sexedAkane")>><</if>>\The sounds of things being thrown about wakes you up. It takes you a few seconds to make sense of what you see.
Akane, a duffel bag stuffed full of items hanging from her shoulder as she grabs additional items to shove haphazardly into the bag.
She pivots toward you as you sit up in bed, fingers sticking together from her dried juices between them.
<<talk "akane">>I thought you were different.<</talk>>\
It takes you a second to realize that she's upset that you had sex last night.
<<talk "akane">>I thought I could trust you, that you were my friend, that you were, . . . special.<</talk>>\
Turning away from you, she reaches the door, opening it before looking back.
<<talk "akane">>If I wanted to be raped, I'd have joined all the raider gangs.<</talk>>\
The silence that follows the door being slammed closed in her wake is deafening.
For several minutes you remain, half expecting her to return, but when she does not, you get up and get dressed.
A minute later you are standing outside, watching the sun tease the horizon as it begins to rise for the day.
Looking about, you see no sign of where Akane might have gone.
[[End.|$location]]
<<run $akane.addFlag("leftSettlement")>><<run $akane.deleteFlag("companion")>><<run $akane.deleteFlag("joined")>><<set $akane.relationship to 0>><<if $akane.hasFlag("followPlayer")>><<run $akane.deleteFlag("followPlayer")>><</if>><<run $akane.otherSexActs += 1>><<run $player.otherSexActs += 1>><<if $player.hasSexed($akane) is false>><<run $akane.femaleSexualPartners += 1>><<run $player.femaleSexualPartners += 1>><<run $player.addFlag("sexedAkane")>><</if>>\As the two of you enter the old house, Akane's police training kicks in as she sweeps left. Then doing your best to mimic her movements, you sweep right.
<<talk "akane">>Dining room, clear!<</talk>>\
Akane calls from somewhere behind you.
You let your eyes skim over the living room, but see no signs of danger. Even the dust is so thick you wonder if the place might have been abandoned before the zombie outbreak. Even the wallpaper is peeling and bits of ceiling sag under its own weight.
The old house groans ominously as a light breeze buffers it from outside as if to confirm your suspicion.
<<talk "player">>Living room, clear!<</talk>>\
As you call back to her, you wonder if she might rib you later for your poor performance sweeping the house.
<<talk "akane">>Kitchen, clear!<</talk>>\
There's no hint of humor or mockery in her voice as the speaks loudly and clearly.
<<talk "thought">>If she's unimpressed with how I search a house, she shows no indication of it.<</talk>>\
It only takes you a second to scan the downstairs bathroom.
<<talk "player">>Bathroom, clear!<</talk>>\
A few seconds later, both of you meet at the bottom of the stairs. She quickly gestures for you to search one side when you reach the top of the stairs while she searches the other.
The stairs groan menacingly as you both start up them. About half way up, you hear a cracking sound from one step as the wood seems to sag under your weight, then step over another when you see the way it looks partially rotted out.
Akane seems unphased.
At the top of the stairs, you notice two doors on her side of the hall, spaced to mirror the two on your own.
Turning toward your first door, you reach for the handle, . . . . .
[[Next.|Akane 5a]]
<<set $akaneGallery to 5>>\You cough, gag on your dry throat, then cough again. Your eyes are filled with grit and your body hurts everywhere.
Somewhere in the distance you can hear a voice calling out. You try to place it, knowing the voice is important. It takes a second longer to realize that it's your name being called.
<<talk "akane">>Are you ok? Please be ok.<</talk>>\
There's near panic in Akane's voice.
You swallow, trying to clear your throat to speak but it only causes another coughing fit.
<<talk "akane">>I'm trying to dig you out, stay still if you can.<</talk>>\
Slowly, you start to piece together what happened. The rubble around you reminding you that you were searching an old house. The creaks and groans of the old wood, the way you thought that houses always creak and groan but that they never seem to collapse.
All those years of watching movies where the old house makes a million little noises that put the characters on edge, but never has anything bad happen.
The pain in your leg and the weight of who knows how much of the house on top of you, serves to remind you that movies are not the real world and that bad things can happen.
You can hear Akane throwing things to get them out of her way as she tries to clear the rubble.
Then there's a ray of light through the dust, then it widens, a flicker of movement, then the familiar face of Akane.
You smile at the relieved expression on her face.
About that moment, her head whips to one side.
<<talk "akane">>I'll be right back.<</talk>>\
She's gone in the very next second, a few seconds later you hear two gunshots.
The silence that follows feels like an eternity, but you know it couldn't have been long.
Akane reappears in your field of vision, waves, and vanishes again as she returns to removing the rubble.
<<talk "akane">>Zombies, two of them were lurking around the house. Wanted to take care of them before they started banging on the doors or something. If the hallway collapsed dropping you into the living room, then I hate to think of what might happen if they started banging around.<</talk>>\
As if oblivious to her own logic, you hear her throw another piece or rubble.
The next piece moved lessens the pressure, allowing you to take a deep breath you hadn't even known you were denied up until that moment.
When you feel her hand clasp yours, you feel a wave of relief, and you grasp it firmly.
<<talk "akane">>You feel stuck? I'm going to try to pull you out, you need to let me know if you're stuck in any way.<</talk>>\
Before you can reply, she starts to pull, slow and steady. You move carefully, making sure you don't get caught on anything.
Then you're free, Akane throwing her arms around you with a little sob.
[[Next.|Akane 5b]]<<if $akane.hasFlag("Romance")>>\
Without warning, Akane kisses you full on the lips.
A stunned silence follows as she pulls back, embarrassment on her features as she blushes.
<<talk "akane">>I think I've grown very fond of you.<</talk>>\
Her eyes can't quite meet yours as she struggles to tell you how she feels without using the words.
<<talk "akane">>You saved me. You saved me when we met. You saved me from myself when we found my mother. You gave me hope, purpose, and I started to develop feelings for you.<</talk>>\
With a visible effort, her eyes meet yours.
<<talk "akane">>When you fell through the floor, all I could think of was that I'd lost everyone I loved once, and that I couldn't do it again.<</talk>>\
Dust motes fill the air between you, and you can still feel the dust and debris on your lips as you speak.
<<talk "player">>I'm not planning to go anywhere.<</talk>>\
You see her stiffen her lip and nod.
<<else>>\
Akane's hug lingers in a friendly manner before she finally pulls back.
<<talk "akane">>You saved me. You saved me when we met. You saved me from myself when we found my mother. You gave me hope, . . .<</talk>>\
With a visible effort, her eyes meet yours.
<<talk "akane">>When you fell through the floor, all I could think of was that I'd lost everyone I cared about once, and that I couldn't do it again.<</talk>>\
Dust motes fill the air between you, and you can still feel the dust and debris on your lips as you speak.
<<talk "player">>I'm not planning to go anywhere.<</talk>>\
You see her take a little calming breath and nod.
<</if>>\
Taking mental stock of your bumps and scrapes, you marvel that you suffered no serious injury in the fall.
When you make it to your feet, you offer Akane a hand up. She doesn't hesitate in the least.
<<talk "akane">>I have your back, <<if $akane.hasFlag("Romance")>>and it's quite a nice back if I say so myself.<<else>>always.<</if>><</talk>>\
When the two of you exit the house, the corner of Akane's mouth tugs up into a small smile.
<<talk "akane">>No more creepy-ass horror movie mansions?<</talk>>\
Nodding as much to yourself as you do for her, a smile mirroring hers finds its way into your face.
<<talk "player">>Agreed.<</talk>>\
[[End.|$location]]
<<set $akane.relationship += 1>><<if $PlayerSettlement is "themeParkSettlement">>Walking to the park's public restrooms, you knock on the door hard enough for Akane to hear you inside.<<else>>Knocking lightly at Akane's door, you only have to wait a few seconds for a reply.<</if>>\
<<if $akane.hasFlag("Romance")>>\
<<talk "akane">>Come in. I'll be with you in a moment.<</talk>>\
<<if $PlayerSettlement is "themeParkSettlement">>\
Slipping into the restroom, you see the edge of a huge pot that you assume was used to boil water for a bath. The back corner of the area being hidden by a blanket hanging from a cord that's been run across the room.
You can hear the sloshing of water as Akane gets out of her bath on the other side of the blanket.
<<else>>\
Stepping into her home, you close the door gently behind you before moving to sit on an old couch.
You can hear the sound of water draining from a bathtub from where you just heard Akane's voice.
<</if>>\
A second later, Akane comes into view, one towel around her hair. She's still tucking a second towel around her middle, and you find yourself fixated on the tantalizing bit of pale flesh you can see before she can get the towel fixed in place.
Then your gaze shifts to just how short that towel is, high enough to expose the very bottom of her butt and high enough that you momentarily fight the urge to bend over to see if you can look under the front.
<<talk "akane">>Pervert.<</talk>>\
Akane's playful tone brings you back to the present again. Only then does she continue in a softer tone.
<<talk "akane">>It's ok. I don't mind.<</talk>>\
Her eyes lock with yours, and only then do you realize she's moved closer.
Then her eyes fill your vision, her breath hot on your lips as her forehead touches yours.
<<talk "akane">>I, . . . <</talk>>\
She seems to struggle to find the words she needs.
<<talk "player">>You don't have to say a thing.<</talk>>\
You feel as much as see her shake her head.
<<talk "akane">>No, I do.<</talk>>\
Her dark eyes search yours from impossibly close, and you know you'd barely have to pucker your lips to kiss her, but you can also sense that it's not the right moment.
<<talk "player">>Alright, take your time.<</talk>>\
This time she nods, followed by a long silence.
<<talk "akane">>I think I might need some liquid courage.<</talk>>\
She tries to pull away, but you pull her into am embrace instead. For a split second she tenses, then she relaxes and accepts the embrace, then returns it.
<<talk "player">>//You// need courage?<</talk>>\
You ask in disbelief.
Akane sighs, her breath hot against your neck.
<<talk "akane">>I-I love you. At first, I thought I was attracted to you because you saved me, because you were the first man I had seen in such a long time. But it's more than that.<</talk>>\
Her words come in a rush, touched with the faintest of tremors.
You pull back, her eyes filled with panic as she thinks you don't reciprocate her feelings.
Then you kiss her, full on the lips. She kisses you back hesitantly at first, then more eagerly.
Suddenly, her towel is gone, Akane straddling you as she pushes you down on the couch. She blushes fiercely as she sees your eyes drifting across her body. You can't help but look, her caramel nipples grasping your attention before drifting down over her toned belly to the light bush of hair between her legs.
<<talk "akane">>I love you.<</talk>>\
She says again, this time her voice is far more confident.
<<talk "player">>I love you too.<</talk>>\
Relief washes over her features as soon as you say the words, and as if that was what she was waiting for, she begins to take off your clothes. When she reaches for your pants, you can see her hands trembling slightly.
You don't lift a finger to stop her, allowing her to unfasten your pants and start to tug them down. She stops before she can expose your manhood.
With one hand, you touch her cheek and draw her back into a kiss with you. At the same time you lift your hips and slide your pants down to your knees.
She goes rigid when she feels your cock touch her thigh, but does not pull away.
Reaching down, you pull your cock upward so it pays flat against your belly, then with your other hand you gently coax her into sitting so your member is pinned between you instead of poking her.
<<talk "player">>Are you sure this is what you want?<</talk>>\
You ask her softy as you finally break your kiss.
Akane hesitates, nods, then replies.
<<talk "akane">>It's just, . . . its been a really long time.<</talk>>\
Something in her tone suggests a story, but you know that this isn't the right time to ask.
Not breaking eye contact with you, she begins to rock her hips, the warmth of her mound feels welcoming. Your cock comes to full mast, and it's not long before you can feel her getting first damp, then increasingly wet until your cock has been well slimed.
<span class="img">[img[images/scenes/Akane_Cowgirl.png]]</span>
Only then does she rise up so your cock can strain upward. She reaches between you, taking hold of your member before guiding it to her slit.
There's a new vulnerability in her eyes as the tip of your cock slides across her opening.
Slowly, she lowers herself, your cock bulking against her entrance, then sliding across her slit as she misses her hole.
Trembling slightly, she tries again. This time you feel the tip of your cock kiss her opening, her warm wetness sliding over your crown.
She stops, swallowing visibly, then lowers herself the rest of the way. As you feel her labia press against your hips, you can also feel the tip of your penis press insistently against her cervix.
For a long time, or at least it feels like a long time, she remains like that. Her eyes searching yours as she sits in your lap, your cock buried balls deep inside of her.
<<talk "akane">>I'm sorry if I'm not very good at this. I don't have a lot of experience.<</talk>>\
You feel your cock twitch inside of her, causing her eyes to widen slightly, an uncertain smile touching her lips.
Taking a deep breath, she seems to still her nerves. Then she starts to move, sliding about half way up your cock, then back down. Up again, then back down.
The way her pussy clings to your cock, it is almost like her hole is sucking your member.
A small moan escapes your lips.
The third time she moves a little faster, her usual confidence returning as she begins to ride you just a tiny bit faster with every movement.
You both look down at the place your bodies meet in near unison, your rod vanishing into her hole, glistening with her juices, for all intents and purpose looking like a piston gliding in and out of her vagina.
It doesn't take long before her pace becomes irregular, sweat on her brow and her breath becoming ragged.
<<talk "akane">>Sorry, I can-, can't-, . . . <</talk>>\
Desperation flashes over her features, then her whole body starts to tremble. You feel a gush of her feminine juices surge around your cock as she starts to cum.
<<talk "akane">>Cumming!<</talk>>\
You hold her close as she cums, your member still rock hard inside of her.
As soon as she starts to come down from her orgasm, you roll her over onto her back.
She instinctively spreads her legs, an open invitation to take her.
You never even slide out of her. You simply shuffle into position and begin to fuck her, pounding her cunt mercilessly, splattering both of you with her sticky juices.
All the while, she moans softly, clearly trying to muffle her own sounds but just as clearly failing.
It doesn't take long before you can feel yourself getting close, your cock throbbing, pulsing with need. You know you can't last much longer. Your next few thrusts come faster than what came before, then right as you're preparing to pull out, she cries out with a hint of panic in her voice.
<<talk "akane">>I'm not on the pill!<</talk>>\
But even as the words leave her mouth, her body responds differently. Her pussy clamps down on you, quivering around your member as it tries to milk your seed into her womb, her legs tensing and locking behind your back so tightly that she pulls you deeper inside of her.
Realizing that there's no way you're pulling out if she doesn't release you, you do the only thing you can do, . . .
You let nature run its course, you thrust as deep inside of her as you can and blow what might be the biggest load of your life into her depths as her cervix kisses the tip of your cock, eager for your seed.
The second Akane feels you start to cum, her eyes snap wide even as her heels dig into your ass with more urgency.
Akane clings to you as you hold her, your member slowly softening inside of her until you finally feel her legs loosen their grip on you.
There's a wet slurping sound as you slip from her freshly used hole.
The silence that follows feels pregnant with the need to say something. Though neither of you open your mouth to fill that silence as you hold each other.
Eventually, Akane says something that you miss. You have to ask her to repeat herself before you hear what she is saying.
<<talk "akane">>Can we go to my bed?<</talk>>\
Then in a soft tone she continues.
<<talk "akane">>Would you hold me tonight?<</talk>>\
[[Next.|Akane 6a]]
<<else>>\
<<talk "akane">>Hold on a minute. I'll be with you in a moment.<</talk>>\
<<if $PlayerSettlement is "themeParkSettlement">>\
Slipping into the restroom, you see the edge of a huge pot that you assume was used to boil water for a bath. The back corner of the area being hidden by a blanket hanging from a cord that's been run across the room.
You can hear the sloshing of water as Akane gets out of her bath on the other side of the blanket.
<<else>>\
Stepping into her home, you close the door gently behind you before moving to sit on an old couch.
You can hear the sound of water draining from a bathtub from where you just heard Akane's voice.
<</if>>\
A second later, Akane comes into view, one towel around her hair. She's still tucking a second towel around her middle, and you catch yourself sneaking a glance at your friend's body.
<<talk "akane">>Pervert.<</talk>>\
Akane's playful tone brings you back to your current circumstances again.
<<talk "player">>You might be my friend, but that doesn't mean I'm blind.<</talk>>\
She smirks, shaking her head as she does so.
<<talk "akane">>Give me a few minutes, I need to get dressed.<</talk>>\
<<if $PlayerSettlement is "themeParkSettlement">>\
Vanishing back behind the blanket, you can hear her moving around for several minutes. Once, she bends over and her bottom comes into view at one end of the blanket.
Eventually she pulls the blanket out of the way, as if making some grand entrance.
She doesn't say a word, she simply gestures with her head for you to follow.
A minute later, you're back in the dining area, Akane having retrieved four drinks from a cooler not far from the couch you both plop down onto. She holds out a water, soda, and a beer for you to choose what you want while she keeps one beer for herself.
<<else>>
True to her word, she comes back into the room fully dressed, her hair still wet but hanging loose. In her hands are four bottles, a soda, a water, and two beers. She holds them out toward you, allowing you to choose what you want, then she takes a beer and sits the remaining bottles on the table. Then, without ceremony, she plops down on the couch beside you.
<</if>>\
Both of you sip at your drinks, the silence between you comfortable. One crossway glance at Akane reveals her to be lost in thought, sipping absently at her beer.
<<talk "thought">>Lot has happened since I met her. A lot more happened before.<</talk>>\
Slipping an arm around her, you give her a friendly hug. She doesn't return it, but you can see the corners of her mouth tug upward, and her attention shifts back to the present.
<<talk "akane">>I used to play a game when I was younger. Sort of like truth or dare, but without the dare. You get asked a question, you have to answer it. But the person asking has to answer it about them self first. Game ends when someone refuses to answer a question.<</talk>>\
Her faint smile turns coy.
<<talk "akane">>Ask me anything.<</talk>>\
The next few hours are spent asking increasingly personal questions, each of you answering freely and you finding yourself sharing things you wouldn't normally. There's no judgement between you, and you're surprised at how easy it is to be open with your answers.
Eventually, the night stretches into the wee hours. Sleep makes your eyes gritty, and it's clear that Akane is drunk.
You're surprised when she kisses you, a slightly wet kiss on your cheek before snuggling against your side.
[[Next.|Akane 6b]]
<</if>>\
<<set $akaneGallery to 6>>\Three more times that night, you make love. And when the first hints of morning kiss the horizon, you greet the morning by kissing Akane once more.
Even in her sleep, you see a faint smile on her face, and for an instant you think this is the most content she's ever looked.
Akane stirs beside you, her warmth curled invitingly against your side.
Your cock stirs slightly, clearly spent from the evening's activities, but making a valiant effort to rise to the occasion once more.
An hour later, both of you are breathing heavily, laying in each others' arms.
It's with reluctance that both of you slip from bed and prepare for the day.
[[End.|$location]]
<<run $akane.relationship += 1>><<run $akane.vaginalSexRecieved += 4>><<run $player.vaginalSexGiven += 4>><<run $player.vaginalCreampiesGiven += 4>><<run $akane.vaginalCreampiesRecieved += 4>><<if $player.hasSexed($akane) is false>><<run $akane.maleSexualPartners += 1>><<run $player.femaleSexualPartners += 1>><<run $player.addFlag("sexedAkane")>><</if>>\<<talk "akane">>Thank you for being my friend.<</talk>>\
Hugging her to your side, you feel your eyes drift closed, and the next thing you know, you're forcing your eyes open as the sun caresses the horizon.
You turn your head, finding Akane still asleep, her head resting in your lap and your hand protectively resting against her side.
It's maybe another hour before she stirs. She stiffens slightly, then looks up at you. The instant she sees you, she relaxes again.
<<talk "akane">>Thank you.<</talk>>\
<<talk "player">>For?<</talk>>\
Akane rolls onto her back, her head still resting in your lap as she looks up at you.
<<talk "akane">>When I got drunk, and you were a friend and a gentleman, instead of a creep.<</talk>>\
She smirks, the smile quickly fading.
<<talk "akane">>I need an asprin.<</talk>>\
Sleepily, she rolls out of your lap and walks away unsteadily. A minute later she returns with a glass of water. With her free hand, she tosses back a pill that you can only assume is an asprin, then washes it down with the water.
You share a breakfast of canned fruit, then part ways as she slips away to inspect the perimeter of your little settlement.
[[End.|$location]]
<<run $akane.relationship += 1>>\<<if $akane.hasFlag("Romance")>>
<<else>>
<</if>>\<<set setup.events.akaneTalk = [
{
requires: '$akane.relationship gte 1 and $akane.relationship lte 2',
chance: 100,
link: "Akane One 1"
},
{
requires: '$akane.relationship gte 1 and $akane.relationship lte 3',
chance: 100,
link: "Akane One 2"
},
{
requires: '$akane.relationship gte 3 and $akane.relationship lte 4',
chance: 100,
link: "Akane Three 1"
},
{
requires: '$akane.relationship gte 3 and $akane.relationship lte 6',
chance: 100,
link: "Akane Three 2"
},
{
requires: '$akane.relationship gte 4',
chance: 100,
link: "Akane Four 1"
},
{
requires: '$akane.relationship is 4',
chance: 100,
link: "Akane Four 2"
},
{
requires: '$akane.relationship gte 5',
chance: 100,
link: "Akane Five 1"
},
{
requires: '$akane.relationship gte 5',
chance: 100,
link: "Akane Five 2"
},
{
requires: '$akane.relationship gte 5 and $akane.hasFlag("Romance")',
chance: 100,
link: "Akane Romance 1"
},
{
requires: '$akane.relationship gte 5 and $akane.hasFlag("Romance")',
chance: 100,
link: "Akane Romance 2"
},
{
requires: '$akane.relationship gte 5 and $akane.hasFlag("Friendzone")',
chance: 100,
link: "Akane Friendship 1"
},
{
requires: '$akane.relationship gte 5 and $akane.hasFlag("Friendzone")',
chance: 100,
link: "Akane Friendship 2"
},
{
requires: '$akane.isPregnant and $akane.hasFlag("announced") and $akane.pregnancyWeek lt 13',
chance: 100,
link: "Akane Pregnancy T1 1"
},
{
requires: '$akane.isPregnant and $akane.hasFlag("announced") and $akane.pregnancyWeek lt 13',
chance: 100,
link: "Akane Pregnancy T1 2"
},
{
requires: '$akane.isPregnant and $akane.hasFlag("announced") and ($akane.pregnancyWeek gte 13 and $akane.pregnancyWeek lt 29)',
chance: 100,
link: "Akane Pregnancy T2 1"
},
{
requires: '$akane.isPregnant and $akane.hasFlag("announced") and ($akane.pregnancyWeek gte 13 and $akane.pregnancyWeek lt 29)',
chance: 100,
link: "Akane Pregnancy T2 2"
},
{
requires: '$akane.isPregnant and $akane.hasFlag("announced") and $akane.pregnancyWeek gte 29',
chance: 100,
link: "Akane Pregnancy T3 1"
},
{
requires: '$akane.isPregnant and $akane.hasFlag("announced") and $akane.pregnancyWeek gte 29',
chance: 100,
link: "Akane Pregnancy T3 2"
},
{
requires: '$akane.isPregnant and $akane.hasFlag("announced") and $akane.pregnancyWeek gte 29',
chance: 100,
link: "Akane Pregnancy T3 3"
},
{
requires: '$kids.some(function (k) { return k.motherId === $akane.id && k.fatherId === $player.id && k.ageReal <= 2; })',
chance: 100,
link: "Akane Baby 1"
},
{
requires: '$kids.some(function (k) { return k.motherId === $akane.id && k.fatherId === $player.id && k.ageReal <= 2; })',
chance: 100,
link: "Akane Baby 2"
},
{
requires: '$kids.some(function (k) { return k.motherId === $akane.id && k.fatherId === $player.id && k.ageReal >= 2 && k.ageReal < 4; })',
chance: 100,
link: "Akane Toddler 1"
},
{
requires: '$kids.some(function (k) { return k.motherId === $akane.id && k.fatherId === $player.id && k.ageReal >= 4 && k.ageReal <= 12; })',
chance: 100,
link: "Akane Child 1"
}
]>>Seeing Akane wandering through your settlement without any sense of purpose, you move toward her. Half way there, she finally notices you, the troubled expression on her face easing into a faint but genuine smile.
When you reach her, she gestures at your surroundings.
<<talk "akane">>Thank you. For bringing me here I mean. And for saving me.<</talk>>\
She takes a deep breath and lets it out slowly as she closes her eyes.
<<talk "akane">>It's been so long since I've felt even a little safe, this is kind of a big adjustment.<</talk>>\
You nod even before you draw the breath to reply.
<<talk "player">>It's nice having a place to call home. We might not be completely safe here, but it's safer than anywhere else I know of.<</talk>>\
Something haunted passes behind Akane's eyes as she hears your words.
There's a long pause, her expression sobering.
<<talk "akane">>I owe you my life.<</talk>>\
Her eyes flicker to her feet before meeting your gaze for a heartbeat, then she starts to walk away.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>You find Akane sitting in a second story window, her eyes scanning your surroundings for potential threats.
<<talk "player">>Everything ok?<</talk>>\
Akane glances down, then returns her attention to scanning the area for trouble.
<<talk "akane">>Old habits. I spent so much time looking for trouble so I could avoid it, that I don't know how to stop.<</talk>>\
You look at her until she turns her eyes to you again.
<<talk "player">>Those habits kept you alive so far. You don't have to break habits that keep you safe.<</talk>>\
Seeming to only half listen to your words, she turns her troubled gaze outward again.
The troubled expression on her face, and her lack of further conversation suggests to you that she's done talking for now.
<<talk "player">>If you ever want to talk, . . . <</talk>>\
You leave the rest of it unsaid, knowing that your meaning comes through loud and clear.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>Akane seems lost in thought as you speak. A second later, she blinks, then focuses on you.
<<talk "akane">>Hey <<print $akane.callsPlayer>>, I didn't see you there.<</talk>>\
Your eyes drift over her features as she speaks, focusing on her face.
<<talk "player">>How you holding up?<</talk>>\
Akane seems to consider your words for several seconds before replying.
<<if $akane.hasFlag("Friendzone")>>\
<<talk "akane">>I'll be ok. Thank you. You're a good friend.<</talk>>\
It's clear that she's looking for the right words to continue, so you remain quiet while she finds them.
<<talk "akane">>Thank you for being there when I needed someone. I don't know, . . . I don't know if I could have done that alone.<</talk>>\
You nod before you speak.
<<talk "player">>That's what friends are for. Friends look out for each other. We help when we're able, and we're here to help pick up the pieces when we don't know how to help.<</talk>>\
It's her turn to nod. She stands, then reaches out to pat you on the shoulder once before her expression turns distant again.
<<talk "player">>If you need anything, even if it's just to talk, all you need to do is let me know.<</talk>>\
She nods absently.
Realizing that she's still processing what happened, you excuse yourself and let her have her privacy.
<<else>>\
Her eyes drift over you, appraising. Then she throws her arms around you in a fierce hug that you quickly return.
<<talk "akane">>I'll be ok. Thank you. You're a good, . . . friend.<</talk>>\
It's clear that she's looking for the right words to continue, so you remain quiet while she finds them.
<<talk "akane">>Thank you for being there when I needed someone. I don't know, . . . I don't know if I could have done that alone.<</talk>>\
You nod before you speak, remembering the way you held her as she cried after laying her mother to rest.
<<talk "player">>That's what I'm here for. You and me, we look out for each other, take care of each other as best we can, help when we're able, and we're here to help pick up the pieces when we don't know how to help.<</talk>>\
It's her turn to nod. She reluctantly pulls back, looks like she's going to kiss you for a heartbeat, then quickly looks away. You're almost positive you can see a hint of blush in her cheeks.
<<talk "akane">>Thank you, that means more to me than you know.<</talk>>
Her expression starts to turn distant again, and you can tell that she's starting to slip back into her thoughts.
<<talk "player">>If you need anything, even if it's just to talk, all you need to do is let me know. I'll be here for you.<</talk>>\
She nods absently.
Realizing that she's still processing what happened, you allow her to excuse herself and slip away.
<</if>>
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>><<talk "akane">>I was thinking.<</talk>>\
Akane begins.
<<talk "player">>Sounds dangerous.<</talk>>\
She mumbles something that might be 'smartass' but it's accompanied by a smirk that takes the sting out of it.
<<talk "akane">>We've got a nice place here, but what happens if we need to defend it? Sure, we can take care of ourselves, we've got some common sense stuff in place to keep it safe, but I think we can do more.<</talk>>\
You allow her a second to continue, but she doesn't say anything more.
<<talk "player">>What you thinking?<</talk>>\
Her expression turns a little sheepish, then she looks out toward the horizon.
<<talk "akane">>I have a couple of ideas, but I'm still working through the details. I'll let you know when I have something solid to act on.<</talk>>\
You nod.
<<talk "akane">>Walls, armory, screening new members of our community, . . . you think of anything that might help keep us safe, let me know and I'll add it to my list.<</talk>>\
The two of you talk for a minute longer, all the while you realizing bit by bit that she's been spending a //lot// of time thinking about this already.
As she starts to disengage from the conversation, her thoughts clearly moving toward plans, you speak up one last time.
<<talk "player">>I'll keep thinking about it, let you know if I come up with anything more.<</talk>>\
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>You've just decided to seek Akane out when you see a flicker of movement from the corner of your eye.
A second later, you feel a touch to your shoulder, you tense, then notice Akane standing there with a faint smile on her face.
<<talk "player">>Didn't anyone tell you it's the zombie apocalypse? It's not polite to sneak up on people anymore.<</talk>>\
<<talk "akane">>You should have seen the look on your face.<</talk>>\
<<if $akane.hasFlag("Friendzone")>>You take an elbow to the gut, playful, but still enough to nearly double you over.
<<talk "akane">>Besides, that's what friends do.<</talk>>\
<<talk "player">>So you say, I elbow you in the boobs and I'm likely to get slapped.<</talk>>\
Akane's laughter is good natured as she slips one arm around you in a side hug.
<<else>>Her hand brushes yours right before her fingers interlace with yours. From the corner of your eye, you think you see a pleased expression on her face.
<<talk "akane">>Besides, you know I have your back.<</talk>>\
Akane's smile grows slightly.
<<talk "akane">>And for what it's worth, it's a very nice nice back.<</talk>>\
<</if>>Then she's striding away, an amused little smile on her lips as she goes.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>Akane's eyes meet yours as you approach, then quickly look away as her cheeks darken in a crimson blush.
It only takes her a second to recompose herself.
<<talk "akane">>I, uh, . . . when you spent the night, . . . <</talk>>\
Her eyes finally lock with yours, her gaze intense and full of gratitude.
<<talk "akane">>Thank you.<</talk>>\
<<talk "player">>You don't need to thank me. You'd have done the same for me.<</talk>>\
Akane nods, then a sudden smile tugs at her lips.
<<talk "akane">>I used to think my mother was an idealist. That she saw things in people that weren't there. That she just couldn't see that the world wasn't as good a place as she thought, . . . <</talk>>\
She trails off for just a second.
<<talk "akane">>She used to say "Akane, there are people worth having in your life. People who care deeply for you. Family, friends, some that are both. Those people, you'd do anything for. And those people don't need your thanks, because they know it in their hearts, and they know you'd do the same for them without hesitation.<</talk>>\
The smile on her face widens as she looks at you.
<<talk "akane">>I thought she was nuts, but she was talking about people like you.<</talk>>\
You feel your smile match hers.
<<talk "player">>I think she might have been talking about you too.<</talk>>\
Both of you remain, enjoying the comfortable silence that falls over both of you. A little while later, you both go your own ways.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>Akane starts to smile the moment she sees your approach. Her stride slows, then alters course toward you.
You both exchange pleasantries, spend a moment talking about your respective plans, then part ways again.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>Akane approaches you, giving you a half hug in greeting before stepping back just far enough to be comfortable.
<<talk "akane">>Just making the rounds.<</talk>>\
She says lightly, then a wistful little look crosses her face.
<<talk "akane">>You know. I wish my mom could have met you. She always said I kept people at arms length.<</talk>>\
Akane barks out a little laugh.
<<talk "akane">>She'd be trying to talk babies and marriage the moment she met you and saw you were a boy.<</talk>>\
The moment turns into several minutes of her reminiscing before you both part ways. As Akane goes, you can see a little spring in her step that wasn't there when she first approached.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>You're just starting to look for Akane when she's suddenly at your side. You exchange a look, then you feel her hand brush yours. She blushes slightly as your fingers interlace.
She looks so content at your side, brushing up against you frequently, then finally giving your hand a squeeze and a quick peck on the lips before excusing herself.
<<talk "akane">>See you later, ok?<</talk>>\
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>As you approach, you see Akane look your way. Her eyes drift over you, from head to toe, then back up again. There's a hunger in her eyes even as a smile finds its way onto her features.
<<talk "thought">>She's looking at me like she wants to fuck me.<</talk>>\
You let your eyes drift over her in the same way.
<<talk "akane">>Any other man looked at me like that, . . . . <</talk>>\
She trails off, leaving the rest unsaid even as you notice the playful trinkle in her eyes.
<<talk "player">>Good thing I'm not "any other man" then.<</talk>>\
Akane barks a short laugh as she slips her arms around you in a hug so tight it makes your ribs ache slightly. When she pulls back, you kiss her firmly on the lips.
The end result is a blushing Akane, looking self conscious while pondering the ground at her feet.
<<talk "thought">>One little kiss and she behaves like a schoolgirl who just found out her first crush likes her too.<</talk>>\
You exchange a few more words, most of them flirty, while visiting with Akane for a little while.
It's with reluctance that you both part again, each seeking to complete the tasks you had set yourselves to before your visit.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>Out of nowhere, Akane pokes you in the side with a single finger.
You make a little sound and take a quarter step reflexidly to escape the unexpected assault.
<<talk "akane">>Got you.<</talk>>\
A smile tugs at your lips.
<<talk "player">>Knew it was you, nothing is getting into the settlement unless it gets through you first.<</talk>>\
You retort, your smile blossoming into a grin as you finish speaking.
Akane gives a nod that suggests she doesn't really beleave you, but that she'll give you a pass this time.
For the next few minutes, the two of you banter, punctuated by laughter, before you each go your own way again.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>Hearing four rapid gunshots, you check your weapon and start running in that direction just in case.
What you find is Akane at a makeshift gun range. She just comes into view as she squeezes off four more shots, each one causing a bottle down range to explore in shards of glass.
Almost too fast to track, she ejects the clip and slams a fresh one into the gun.
You see her sight again, but instead of firing off shots, you see her mouth "Bang, bang, bang, bang!" before lowering the weapon.
It's only then that she notices you. She smiles and waves with the hand not holding the gun.
<<talk "akane">>Just doing a little target practice. Got to stay in practice.<</talk>>\
About that time, she seems to realize that you likely saw her pretending to fire the last four shots and hastily continues.
<<talk "akane">>But don't want to waste too many round either, bullets aren't always easy to find.<</talk>>\
Within seconds, the two of you fall into a familiar friendly banter, reminiscing about your supply excursions together.
Eventually, Akane excuses herself with the excuse that she needs to make her rounds to be sure the area is still secure.
She's almost out of sight before she glances back, offering a one handed wave that you return before you loose sight of her.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>><<set $random to random(1,2)>><<talk "player">>As a police officer, you were taught how to defend yourself, right?<</talk>>\
Akane nods.
<<talk "akane">>Some firearms training, some hand to hand, most of which was to teach us how to restrain someone or break free if someone restrains us. Lots of situational awareness stuff.<</talk>>\
It's your turn to nod.
<<talk "player">>So, I was wondering if you might be willing to teach me a bit?<</talk>>\
<<if $player.combat lte 1 and not $player.hasFlag("trainedByAkane")>>\
She raises her eyebrows, then nods.
<<talk "akane">>I've seen how you fight, you're going to need a lot more help than I can give you.<</talk>>\
There's truth to her words, but a little humor as well.
<<talk "akane">>Follow me.<</talk>>\
A minute later, you're standing at a makeshift gun range, six bullets sitting on their ends, each of them evenly spaced on the table in front of you.
<<talk "akane">>Here's what's going to happen; we don't have an infinite supply of ammo, and it's not like we can just go to the store to buy more. This is from my personal stash and you only get six bullets to learn.<</talk>>\
Placing a pistol on the table between you and the bullets, she then points at several glass bottles about twenty paces from where the two of you are.
Your eyes drift down to the sea of glass beneath the unbroken bottles, making it immediately clear that this is where Akane has been doing her own practice.
She spends a couple of minutes walking you through basic gun safety, then explains what is going to happen next. When you finally are allowed to load the gun, it's with a single bullet.
Again, she walks you through what is going to happen, forcing you to pay close attention to every detail of what you are doing.
When you pull the trigger, the bottle beside the one you were aiming at explodes.
Akane grins.
<<talk "akane">>If that was the bottle you were aiming at, then you're a natural. If not, we've got more work to do.<</talk>>\
She has you adjust your grip slightly, then walks you through what to do several more times, having you repeat the actions until it feels natural, and only then does she allow you to load the next bullet.
This time when you pull the trigger, you feel much more in control. The bottle you aimed for breaks, part of it's side shattering before the rest of the bottle folds in on itself and falls.
Akane nods, looking pleased with herself.
<<talk "akane">>Alright, now lets see how you deal with recoil. Load two, shoot two. Fast as you can while still hitting your targets.<</talk>>\
Doing as she says, you hit the first bottle but your second shot goes wild as you pull the trigger before you can fully aim again.
She spends a minute lecturing you about what you just did, and how to improve before allowing you to load the last two bullets.
You still miss the second shot, but you feel much more in control of the shot.
<<talk "akane">>You did better than most of the people I went to the police academy with. Just remember what we talked about, bit of practice and it will become second nature.<</talk>>\
Akane takes the pistol she loaned you, then with the tilt of her head indicates a grassy area nearby.
For the next hour, she teaches you how to get free of someone's grip, or prevent someone from slipping free of yours. When you're done, both of you lay in the grass, sweaty and thinking about everything Akane tried to teach you.
<<talk "thought">>I feel a bit more confident about a lot of this. Hopefully it translates into being better at taking care of myself.<</talk>>\
<<set $player.combat += 1>><<run $player.addFlag("trainedByAkane")>>\
<<elseif $player.combat is 2 and not $player.hasFlag("trainedByAkane")>>\
She looks at you for a long moment, then nods.
<<talk "akane">>You're probably as competent as I am, but maybe I know some things that can help you get better.<</talk>>\
Her tone is serious, thoughtful.
<<talk "akane">>Follow me.<</talk>>\
A minute later, you're standing at a makeshift gun range, six bullets sitting on their ends, each of them evenly spaced on the table in front of you.
<<talk "akane">>Here's what's going to happen; we don't have an infinite supply of ammo, and it's not like we can just go to the store to buy more. This is from my personal stash and you only get six bullets to learn.<</talk>>\
Placing a pistol on the table between you and the bullets, she then points at several glass bottles about twenty paces from where the two of you are.
Your eyes drift down to the sea of glass beneath the unbroken bottles, making it immediately clear that this is where Akane has been doing her own practice.
She spends a couple of minutes walking you through basic gun safety, then explains what is going to happen next. When you finally are allowed to load the gun, it's with a single bullet.
Again, she walks you through what is going to happen, forcing you to pay close attention to every detail of what you are doing.
When you pull the trigger, the bottle you were aiming at explodes.
Akane grins.
<<talk "akane">>Told you that you were good.<</talk>>\
She has you adjust your grip slightly, then walks you through what to do several more times, having you repeat the actions until it feels more natural, and only then does she allow you to load the next bullet.
This time when you pull the trigger, everything feels right. The bottle you aimed for breaks, part of it's side shattering before the rest of the bottle folds in on itself and falls.
Akane nods, admiring the shot.
<<talk "akane">>Alright, now lets check your recoil control. Load two, shoot two. Fast as you can while still hitting your targets.<</talk>>\
Doing as she says, you hit both bottles as intended.
She spends a minute lecturing you about what you just did, and how you might be able to improve before allowing you to load the last two bullets.
You hit both targets again, this time just a little quicker than the first time.
<<talk "akane">>This was easy, moving targets are a little trickier. Just remember what we talked about, bit of practice and it will become second nature.<</talk>>\
Akane takes the pistol she loaned you, then with the tilt of her head indicates a grassy area nearby.
For the next hour, she teaches you how to get free of someone's grip, or prevent someone from slipping free of yours. When you're done, both of you lay in the grass, sweaty and thinking about everything Akane tried to teach you.
<<talk "thought">>She was right, this was less of a training session and more her showing me how to refine a couple of the things where I still needed a little work.<</talk>>\
<<set $player.combat += 1>><<run $player.addFlag("trainedByAkane")>>\
<<elseif $player.combat lte 2>>\
Akane smirks, then nods.
<<talk "akane">>Maybe a bit of sparring? You might have a lot to learn still, but I think I've taught you everything I can.<</talk>>\
She glances in the general direction of her makeshift gun range, then gestures for you to follow.
Akane places a pistol on the table bin front of you, she then points at several glass bottles about twenty paces from where the two of you are.
Your eyes drift down to the sea of glass beneath the unbroken bottles, making it immediately clear that this is where Akane has been doing her own practice.
Each of you checks your weapons, flicking the safeties off at almost the exact same time.
Neither of you has to say a word, you take aim at the far end of the row of bottles, Akane aiming at the opposite end.
Then you both squeeze off your first round in almost perfect unison. Two bottles exploding down range. Both of you adjust aim to the next bottle, then the next. Akane's shots are faster than yours, and unlike her side, you still have two bottles standing when you are done.
Akane lowers her gun, then with a practiced movement she flicks on the safety.
You do the same to the gun you are holding and place it on the table in front of you.
A few minutes later, the two of you are wrestling on a patch of grass, laughing and sweating as each of you try to get the upper hand.
Eventually, her agility wins out over your strength and stamina and she catches you in a choke hold that you can't escape from.
<<if $akane.hasFlag("Romance")>>\
When you tap her leg to indicate she's won, she lets you go, kissing you at the corner of your mouth as you take a deep breath to recover.
<<else>>\
Akane grins, clearly having enjoyed the exertion.
<</if>>\
<<talk "akane">>I enjoyed that. Maybe we can do it again some time.<</talk>>\
When she reaches down, you take her hand, allowing her to pull you to your feet.
<<talk "player">>I'd like that.<</talk>>\
After cleaning up a little bit, both of you part ways to return to your own responsibilities.
<<elseif $player.combat gte 2 and $random is 1>>\
Akane smirks, does a double take, then looks surprised as she realizes you are serious.
<<talk "akane">>Maybe a bit of sparring? We both know that you're as good as I am.<</talk>>\
She glances in the general direction of her makeshift gun range, then gestures for you to follow.
Akane places a pistol on the table bin front of you, she then points at several glass bottles about twenty paces from where the two of you are.
Your eyes drift down to the sea of glass beneath the unbroken bottles, making it immediately clear that this is where Akane has been doing her own practice.
Each of you checks your weapons, flicking the safeties off at almost the exact same time.
Neither of you has to say a word, you take aim at the far end of the row of bottles, Akane aiming at the opposite end.
Then you both squeeze off your first round in almost perfect unison. Two bottles exploding down range. Both of you adjust aim to the next bottle, then the next. Akane's shots come just a little faster than yours, but yours are just as accurate.
When the final bottle explodes in a shower of glass shards from the bullet you just fired at it, Akane lowers her gun, then with a practiced movement she flicks on the safety.
You do the same to the gun you are holding and place it on the table in front of you.
A few minutes later, the two of you are wrestling on a patch of grass, laughing and sweating as each of you try to get the upper hand.
Eventually, her agility wins out over your strength and stamina and she catches you in a choke hold that you can't escape from.
<<if $akane.hasFlag("Romance")>>\
When you tap her leg to indicate she's won, she lets you go, kissing you at the corner of your mouth as you take a deep breath to recover.
<<else>>\
Akane grins, clearly having enjoyed the exertion.
<</if>>
<<talk "akane">>I enjoyed that. Maybe we can do it again some time.<</talk>>\
When she reaches down, you take her hand, allowing her to pull you to your feet.
<<talk "player">>I'd like that.<</talk>>\
After cleaning up a little bit, both of you part ways to return to your own responsibilities.
<<else>>\
Akane smirks, does a double take, then looks surprised as she realizes you are serious.
<<talk "akane">>We both know you're probably better at all of this than I am.<</talk>>\
Her expression turns thoughtful.
<<talk "akane">>But maybe we can practice a bit together, keep us both in practice?<</talk>>\
Nodding to her, she leads you to a makeshift gun range.
Akane places a pistol on the table bin front of you, she then points at several glass bottles about twenty paces from where the two of you are.
Your eyes drift down to the sea of glass beneath the unbroken bottles, making it immediately clear that this is where Akane has been doing her own practice.
Each of you checks your weapons, flicking the safeties off at almost the exact same time.
Neither of you has to say a word, you take aim at the far end of the row of bottles, Akane aiming at the opposite end.
Then you both squeeze off your first round in almost perfect unison. Two bottles exploding down range. Both of you adjust aim to the next bottle, then the next. Your shots come just a little faster than Akane's, but hers are just as accurate.
When the final bottle explodes in a shower of glass shards from the bullet you just fired at it, Akane lowers her gun, then with a practiced movement she flicks on the safety.
You do the same to the gun you are holding and place it on the table in front of you.
A few minutes later, the two of you are wrestling on a patch of grass, laughing and sweating as each of you try to get the upper hand.
Eventually, your strength and stamina wins out over her speed, and you pin her to the ground beneath you.
<<if $akane.hasFlag("Romance")>>\
Akane smiles beneath you, then leans forward as far as she can, her lips brushing yours until you lean into her to make it a kiss.
<<else>>\
Akane grins, clearly having enjoyed the exertion.
<</if>>
<<talk "akane">>I enjoyed that. Maybe we can do it again some time.<</talk>>\
Nodding as much to yourself as to her, you get up and offer her a hand up.
<<talk "player">>I'd like that.<</talk>>\
After cleaning up a little bit, both of you part ways to return to your own responsibilities.
<</if>>\
[[End.|$location]]Akane moves suddenly, her expression turning grim as she moves toward the tall grass beside the farm house.
Instead of slowing, her last few steps accelerate, her arm raising to reveal a long screwdriver in her hand. She lets out a soft grunt as she slams the screwdriver down at something you don't see, then she adjusts her stance, both hands on the handle of the screwdriver as she pulls it free of something in the grass. The gore on the silver shaft leaves little doubt as to what just happened.
She leans forward again, this time straightening with the screwdriver clean again, likely having cleaned it on the clothes of the zombie she just put down.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>You're just entering the house to search when you notice Akane is no longer with you.
Looking around, you notice her appearing at the side of the last house you passed, a few specks of dark red blood dotting her cheek that weren't there before.
<<talk "akane">>Go ahead, I have things covered out here.<</talk>>\
She says softly, but confidently.
Nodding in understanding, you slip into the house and begin searching for anything you might be able to use.
Your search yields the following items:
<<include "Food Loot">>
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>><<talk "akane">>Stay right here. I need to take care of something.<</talk>>\
Her tone is serious and does not invite question.
Akane turns toward one of the houses in the neighborhood and walks briskly toward it. She doesn't stop until she reaches the door.
You take in the yard, noticing a a bicycle in the yard, and a few other items that likely belonged to a teenager.
Meanwhile, at the door Akane raises a hand as if to knock, then places her hand palm out against the door. Even at a distance, you can see her draw a deep breath and let it out slowly before trying the door.
When the door swings open, she steps inside and out of your view.
There's silence for a time, then a faint sound that might be a scuffle, then more silence.
You're just starting to wonder if you should follow, help her if you can, when she exits the house.
Her eyes are distant as she straightens her police uniform, then she strides purposefully toward you.
The two of you walk in silence for a little while before Akane speaks up.
<<talk "akane">>I used to patrol this neighborhood.<</talk>>\
Her voice is soft, but firm, conveying a silent tale of friends lost and heartache as you think of the house she entered, and wonder at the family who once lived there.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Moving through the park, you see a zombie not far ahead of you. A second later, a second zombie joins the first as it steps out of a booth.
Beside you, Akane's body language changes, becoming more tense as she anticipates a coming fight.
Your eyes drift over the zombies and your surroundings, seeing no signs of additional dangers.
[[Take them out.|Theme Park Zombie Attack Akane 1a]]
[[Avoid them.|Theme Park Zombie Attack Akane 1b]]<<talk "player">>Lets do this. Quick and easy.<</talk>>\
The two of you move in unison, each of you brandishing your weapons in preparation for the fight to come. You've nearly closed the distance when the zombies finally take notice of you.
<<includeevent setup.events.zombieFightAkaneEvents>>
\
<<if $player.health lte 0 or $player.infection gte 10>>\
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Tilting your head to the side, Akane nods and follows as the two of you slip around the zombies. Neither of the undead takes any notice of your passing.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Ahead of you, you see two zombies shambling along side by side. Part of you wonder if their closeness is some form of muscle memory or if it's just by chance.
<<talk "akane">>Looks like just the two, want to risk it?<</talk>>\
[[Take them out.|Theme Park Zombie Attack Akane 2a]]
[[Avoid them.|Theme Park Zombie Attack Akane 2b]]You nod, then you nod more firmly as you fully make up your mind.
Beside you, Akane slips her screwdriver from her belt and matches your pace as you begin to approach the zombies.
<<includeevent setup.events.zombieFightAkaneEvents>>
\
<<if $player.health lte 0 or $player.infection gte 10>>\
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>With a nod of your head, you indicate the clear area to one side of the pair. Akane falls in beside you, watching the zombies while keeping an eye out for any other potential dangers as you slip from the immediate area.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Akane raises her hand, pointing toward the nearby barn. It only takes a second to see what she's pointing at, a single zombie wearing a plaid shirt and tattered pants.
In an instant, Akane starts toward the zombie, but her pace quickly slows as a second zombie shuffles out of the nearby corn field a few paces from the first.
[[Take them out.|Farmland Zombie Attack Akane 1a]]
[[Avoid them.|Farmland Zombie Attack Akane 1b]]<<talk "player">>Keep half an eye on the corn field in case there are others. I've got the newcomer.<</talk>>\
Akane accepts your plan without comment, matching your pace so that both of you reach the zombies at the same time.
<<includeevent setup.events.zombieFightAkaneEvents>>
\
<<if $player.health lte 0 or $player.infection gte 10>>\
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>><<talk "player">>Akane. Back up, we have no idea if there are more in that corn field.<</talk>>\
Realizing that you could easily be overrun if there were more, Akane nods and moves back a step.
With neither of the zombies having noticed you yet, you both slip away before you can draw any attention to yourself.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>The floors of the old farmhouse creak even before you fully enter the building.
For several seconds, you and Akane both listen, and in almost perfect unison you both turn your heads to one side where you find a zombie standing in front of a window looking outward.
You're just preparing to move when a second zombie moves into view, shambling lazily across the carpet.
[[Take them out.|Farmland Zombie Attack Akane 2a]]
[[Avoid them.|Farmland Zombie Attack Akane 2b]]You point at the closest zombie even as you step toward it.
Following your lead, Akane moves toward the other zombie.
<<includeevent setup.events.zombieFightAkaneEvents>>
\
<<if $player.health lte 0 or $player.infection gte 10>>\
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>><<talk "player">>Not worth it.<</talk>>\
You say softly.
<<talk "player">>If we can see two from here, then there's no knowing how many might be present.<</talk>>\
Slowly and quietly, you both back out the door you had just entered.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Akane sees the threat before you do, her body language changing in an instant as her hand snaps to her sidearm.
<<talk "akane">>Two zombies, two houses down on the <<if random(1,2) is 1>>left.<<else>>right.<</if>><</talk>>\
Your eyes move to where she indicates, and you see a pair of zombies milling about in the yard.
<<talk "akane">>Want to take them?<</talk>>\
[[Take them out.|Suburbia Zombie Attack Akane 1a]]
[[Avoid them.|Suburbia Zombie Attack Akane 1b]]You let your eyes drift over the pair of zombies and you find yourself nodding even before you answer.
<<talk "player">>Yeah, make it less likely something will sneak up behind us while we're in one of these houses.<</talk>>\
Akane gives a curt nod, then pulls the screwdriver from her belt.
<<talk "akane">>Lets go.<</talk>>\
She says, putting action to words.
Without needing to pause to think, you fall in beside her and rush the other zombie.
<<includeevent setup.events.zombieFightAkaneEvents>>
\
<<if $player.health lte 0 or $player.infection gte 10>>\
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>><<talk "player">>They haven't noticed us yet. Lets just go around.<</talk>>\
Akane nods, some of the tension going out of her even though her eyes stay wary as the two of you slip past the two undead.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>As you move down the street, you see movement in a window.
Akane follows your gaze, her eyes locking on the two zombies standing against the large living room window watching you back.
You look at Akane, then back at the pair. Part of you knows Akane would like to put them to rest, but you also know she will follow your lead in whatever you decide.
[[Take them out.|Suburbia Zombie Attack Akane 2a]]
[[Avoid them.|Suburbia Zombie Attack Akane 2b]]<<talk "player">>First sign of trouble, we back off.<</talk>>\
You say, adjusting your path toward the house.
The two zombies watch you approach, becoming more agitated the closer you are.
At the front door, you reach for the doorknob, finding it unlocked.
One final glance between you and Akane, then you open the door, both of you stepping inside before rushing toward the two zombies.
<<includeevent setup.events.zombieFightAkaneEvents>>
\
<<if $player.health lte 0 or $player.infection gte 10>>\
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Turning your gaze away, you continue walking down the street.
Beside you, Akane casts one final look at the zombies before she follows.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>><<set setup.events.zombieFightAkaneEvents = [
{
requires: 'setup.Items.get("longarm_ammo").quantity gte 1 and $player.bodySlotWeapon is "rifle"',
chance: 100,
link: "Zombie Fight Akane Longarm 1"
},
{
requires: 'setup.Items.get("longarm_ammo").quantity lte 0 and $player.bodySlotWeapon is "rifle"',
chance: 100,
link: "Zombie Click Rifle Akane 1"
},
{
requires: 'setup.Items.get("sidearm_ammo").quantity gte 1 and $player.bodySlotWeapon is "pistol"',
chance: 100,
link: "Zombie Fight Akane Sidearm 1"
},
{
requires: 'setup.Items.get("sidearm_ammo").quantity lte 0 and $player.bodySlotWeapon is "pistol"',
chance: 100,
link: "Zombie Click Pistol Akane 1"
},,
{
requires: '$player.bodySlotWeapon is "baseball_bat"',
chance: 100,
link: "Zombie Fight Akane Baseball Bat 1"
},
{
requires: '$player.bodySlotWeapon is "machete" or $player.bodySlotWeapon is "badass_machete"',
chance: 100,
link: "Zombie Fight Akane Machete 1"
},
{
requires: '$player.bodySlotWeapon is "axe"',
chance: 100,
link: "Zombie Fight Akane Axe 1"
},
{
requires: '$player.bodySlotWeapon is "sledgehammer"',
chance: 100,
link: "Zombie Fight Akane Sledgehammer 1"
},
{
requires: '$player.bodySlotWeapon is "nothing"',
chance: 100,
link: "Zombie Fight Akane Fists 1"
}
]>><<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
Balling your fist, you draw back just as the zombie starts to reach for you. Then, stepping into the attack you catch the thing in the jaw so hard it snaps it's head back.
The zombie staggers back a step, but doesn't go down.
To your side, you can see Akane sidestepping a swipe from the other zombie, but you don't see more as you focus on the zombie in front of yourself again.
Catching one flailing arm, you twist it. Using your leverage, you shove the zombie to the ground, coming down on it's head with your keep with enough force you feel it's face cave in against the ground beneath you.
Then everything is quiet with the exception of Akane's footsteps at your side.
Glancing at her, you see her cleaning the gore from her screwdriver while you get to your feet.
Neither of you says anything, but the relief that the other is not injured is visible in both of your gazes.
Each of you turn toward the zombie you just put to rest and begin a quick search of the bodies in the hopes of finding anything of value.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
Sidestepping the zombie, it overextends itself while reaching for you. You take advantage of the opening and reach in, taking hold of it's jaw and jerking it up and to the side with all of your strength.
There's an audible, meaty popping sound as you snap its neck.
The zombie goes down in a heap.
Turning toward Akane, you see her with one hand on the second zombie's chest, keeping it at arms length as she stabs it in the face with her screwdriver. The second swing, she sinks it into the thing's eye and when it doesn't go immediately around, she starts to jerk the handle from side to side, scrambling the zombie's brain inside of it's skull until it collapses at her feet.
There's a look of distaste on Akane's face as she looks down at the zombie for a second longer.
Sharing a glance between yourselves, you each start to search the bodies for useful items.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
The zombie reaches for you as you draw near, causing you to sidestep to stay out of it's reach.
It quickly compensates for the movement however, and by the time you step close, it's able to grab the front of your clothes, it's inhuman strength pulling you toward it as it's jaws gape wide.
With all of your strength, you punch it in the face, feeling its nose crush beneath your knuckles.
Realizing that you're barely phasing it, you bring your knee up into its ribs with enough force to stagger it. If it was still alive, you'd have knocked the wind out of it, but instead all you manage to do is force rancid air from its lungs.
<<talk "akane">>Just keep it off of you!<</talk>>\
Her tone is terse, but not worried.
You see movement to one side, then Akane comes into view hand first as she drives her screwdriver deep into the zombie's skull.
When its grip loosens, you shove the thing away from you.
<<talk "player">>Thanks.<</talk>>\
Akane smiles, nods, then starts to clean her screwdriver.
<<talk "akane">>We made a lot of noise, we should move before we get any more company.<</talk>>\
Agreeing with her logic, you both slip away from the immediate area.
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
The zombie you're approaching reaches toward you, causing you to bat its hands aside with one hand while bringing your fist around to hit it square in the side of its head.
It staggers, nearly falling as it does so.
You don't relent though, you follow it with a step, bringing your other fist around to hit it while it's still off balance.
This time it goes down, but it quickly moves to get up.
To your side, you can see Akane just finishing off the zombie she paired with.
With one step, you swing your foot in a powerful kick that hits your zombie in the neck. Both the following stillness, and the impossible angle of its head tell you that it will never get up again.
<<set $CommonZombieKill += 1>>
<<else>>\
The zombie you are rushing moves in a way you don't anticipate, turning what should have been an easy kill into a fight for your life as it grapples you.
Both of you go down hard, but unlike you, the zombie isn't phased when it hits the ground.
Pain erupts near your shoulder, sobering your mind at the same time you hear a startled sound from Akane.
It takes every ounce of your strength to keep the zombie at arms length so it can't bite you again.
Then the zombie's weight is gone in a blur as Akane tackles it off of you.
Turning toward the pair, you see Akane driving her screwdriver into the zombie's face repeatedly until it goes still, then jerking the screwdriver from side to side to scramble the brain before she starts to stand.
<<includeevent setup.events.armorArrayZ>>
<<talk "akane">>You ok?<</talk>>\
You consider your answer for a second before replying.
<<talk "player">>Would have been a lot worse if you weren't here.<</talk>>\
Accepting her hand up when she offers, you allow her to pull you to your feet.
<</if>>\<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
As you close the distance to the zombie, you heft your axe once, then bring it up and over in a wide arc that intersects its skull with a meaty sound.
The force of the blow nearly brings the zombie to it's knees, but the damage to it's brain causes it to waver and fall.
Pivoting toward Akane in case she needs help, you see her standing close to her zombie. For a second, you think it has a hold of her, but then you see her lowering the body gently to the ground before pulling her screwdriver from it's ear. Only then do you realize that the zombie she just put to rest was just a kid, likely not even in its teens.
For a second longer, you watch Akane as she crosses the zombies arms over its chest before finally standing to rejoin you.
The look she gives you suggests she will be lost in her own thoughts for a while, so you turn your attention to looting the body laying at your own feet.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
Akane reaches her zombie first, deftly stepping inside of its reach and driving her screwdriver into its eye socket where she quickly jerks it to the side to rip at the gray matter inside of the skull.
You don't have time to see the zombie go down before you reach your own target. Catching the zombie in the chest with your foot, you knock it sprawling as your axe comes up and over in an arc that intersects its neck, nearly severing its head.
It grasps at your leg, its boney fingers digging into your flesh painfully until your axe comes down a second time, severing its spine.
As the zombie goes still, you kneel beside it and start to search for anything of value that it might have been carrying.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
You know you are going to miss even before you make contact as the zombie staggers just a little to one side at the last moment. Instead of splitting its skull, you instead catch it in the shoulder.
The force of the blow staggers it, unfortunately it staggers right at you, its grasping hands finding your shirt.
With the zombie suddenly inside of your reach, you find your self holding your axe in front of yourself like a barrier to keep it at bay.
Straining against its relentless strength, you feel your arms starting to tremble with the effort.
Then there's motion behind the zombie, followed by it going completely limp.
Your eyes dart past the collapsing zombie to Akane, her eyes searching you for any signs of injury before the worry in her features finally fades.
You've just managed to catch your breath when you hear a mournful moan, echoed by another just a little closer. You and Akane exchange a look, and without needing to say a word you both slip away from the area before more undead can arrive.
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
The zombie you are focused on approaches, arms outstretched. Just as you start to raise your axe, Akane makes an alarmed sound, breaking your concentration.
Turning your head, you see the second zombie, focused on you and shambling your direction.
Realizing that you just narrowly avoided a very bad situation, you backpedal a couple of steps.
At the same time, Akane steps behind the second zombie and with a backhanded swing buries her screwdriver in the back of it's skull to the hilt.
With only one target remaining, you swing your axe, splitting the zombie's face as the blade embeds itself in its skull.
The zombie's knees buckle, then it pitches to one side as your axe tugs wetly from what remains of it's face.
<<set $CommonZombieKill += 1>>\
<<else>>\
Hefting your axe, you're just preparing to swing it when the zombie suddenly lunges toward you. What you expected to be an easy kill quickly becomes a struggle to survive.
Tooth, claw, and near overwhelming strength against your sheer desperation as teeth gnash inches from your face.
Then you're falling, the zombie landing on top of you and those inches are so close that the zombie's face fills your vision.
You want to gag at the smell of rot on the zombie's breath, but instead you drive your knee up into the zombie's stomach repeatedly, and to no avail, until it suddenly stops fighting.
In an instant, the zombie is just dead weight laying on top of you.
Shoving it to the side, you accept Akane's hand, only then noticing how bad your chest hurts.
<<talk "thought">>It must have bit me during the fall.<</talk>>\
Akane pulls you to your feet, unvoiced concern in her eyes before turning her gaze to your surroundings in search of other dangers.
<<includeevent setup.events.armorArrayZ>>
<<talk "akane">>You alright?<</talk>>\
You nod slowly.
<<talk "player">>I think so. Bumps and scrapes.<</talk>>\
<</if>>\<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
As you approach the zombie, you don't even break stride, instead you wind up for a two handed swing and step into it. The baseball bat catches the zombie in the jaw with such force the crunch of bone seems to echo. With its head turned almost backward, it teeters, staggers a step, then slumps to the ground where it remains still.
Meanwhile, Akane darts inside of her zombie's reach, driving her screwdriver up under it's jaw and into its brain. Her movements are so fast that you aren't even sure if she stabs three, or four times before she shoves the zombie away from herself.
Having been brained, the zombie goes down like a puppet with its strings cut.
You both exchange a look, then turn your attention to your surroundings in search of any dangers you had previously missed before kneeling beside the zombies bodies.
The next minute is spent searching pockets in the hopes of finding anything potentially useful.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
Stepping into your swing, you hit the zombie hard enough to stagger it.
Taking advantage of the opening this presents, you step around to its side to land a second blow that sends it sprawling.
To your side, Akane slaps her zombies hands to the side before stepping in.
You lose track of her movements as your attention remains on the zombie at your feet. Placing one hand on her back, you bring the baseball bat down on the zombie's head repeatedly until it grows still. By the time you stop, Akane has finished dispatching her own zombie.
After each of you makes sure the other is ok, you both turn your attention at the bodies at your feet, searching them for anything you might be able to use.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
Your swing glances off the side of the zombie's head, causing it to stagger a step before fully regaining its balance.
Then it's inside the reach of your baseball bat.
Sweeping the bat to the side, you are only partially successful in knocking away the zombies hands as you attempt to sidestep.
Before you can bring the baseball bat around for an effective swing, it's on you again.
This time, you're holding the baseball bat between you to keep its gnashing jaws as far from your flesh as possible.
Then Akane is there, driving her screwdriver into its skull several times before it crumbles to the ground.
<<talk "akane">>You ok??<</talk>>\
Nodding that you are, you see a little bit of the tension leave her body as you step away from the bodies.
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
Bringing your baseball bat around in a tight arc, you land only a glancing blow on the zombie.
From the corner of your eye, you can see movement as Akane engages her zombie, but you have no time to spare her a glance, instead you trust that she knows what she's doing and remain focused on your own.
As the zombie steps closer, you find it inside of your second swing and adjust your grip to use the baseball bat like a bar to ward it off.
The putrid thing bites, sinking its teeth into the wood of the bat with such force you can hear the wood protest.
Staggering back a step, you realize that the zombie's inhuman strength is more than you can easily handle, so instead you twist and step back at the same time, sending the zombie falling.
Rather than try to pull the bat away from the zombie, instead you hold on to it, throwing yourself after the zombie as it falls, adding your own weight as it hits the ground.
There's a sound of bone breaking, meaty and wet as the baseball bat nearly severs the top half of its head.
Feeling the zombie grow still beneath you, you roll to the side and look for Akane. A sense of relief goes through you as you see her cleaning her screwdriver before returning it to her belt.
When the forlorn moan of another zombie drifts through the air, you and Akane exchange a look and slip away from the area before more company can arrive.
<<set $CommonZombieKill += 1>>\
<<else>>\
Baseball bat in hand, you swing at the zombie's head. Unfortunately, you land only a glancing blow that does nothing to even slow its momentum.
In an instant, it's on you, grappling you as you try to keep it at bay.
You don't even hear the sounds of Akane's own fight as your pulse roars in your ears.
Shoving, you try to put some distance between you and the zombie you are fighting, but it keeps its grip on you, instead the motion results in pain as the thing bites down on your arm.
Crying out in pain, you shove again, this time actually managing to push it away enough to get the baseball bat between you and it. Not the best protection, but it does help to keep it at arms reach.
The gunshot is so sudden, so loud, that you stand in stunned silence as the zombie slumps in front of you.
Your ears ringing, you turn toward Akane, finding her with her pistol in hand. Her lips move, clearly saying something, but you can't hear whatever she is saying over the ringing. Her intent however is clear.
Nodding, you allow her to lead as both of you try to get away from the fight's location before more unwanted company can arrive.
When you finally stop to catch your breath, your thoughts turn to the fight.
<<includeevent setup.events.armorArrayZ>>
The silence that follows feels oppressive.
<</if>>\<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
Machete in hand, you don't even break stride. You time your attack perfect, stepping into your swing.
As if in slow motion, you watch the blade slice effortlessly through several of the zombie's outstretched fingers before slicing deep into its throat. You feel the blade slow as it cuts through the flesh before finally stopping as it lodges itself into the spine.
The moment that happens you twist the blade, hearing an audible pop as you break the zombie's neck.
Only then do you look toward Akane, seeing her zombie hitting the ground at her feet as well.
Exchanging a look, you both turn your attention to the bodies in search of anything you might be able to use.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
The weight of the machete in your hand is comforting, feeling natural as you move.
At the last possible second, you sidestep the zombie's outstretched arms, bringing the blade around to cut deep into the zombie's neck. Immediately, you take a second swing, finishing what you started as the head comes free of its shoulders to tumble to the ground less than a second before its body joins it.
Turning toward Akane, you find her just pulling her screwdriver from her zombie's eye socket as it crumbles to the ground only a couple of paces from your own.
Each of you glances at the other, confirming that neither of you was harmed before turning your attentions to looting the bodies.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
Swinging your machete, your blade glances off of the zombie's arm as its outreached arms get between your blade and its neck.
Then it's inside of your reach, one hand finding purchase on your shoulder and your machete trapped between you. You manage to angle it so the blade sinks deep into its chest, though the zombie doesn't even seem to notice.
As the zombie pulls you closer, its teeth dangerously close to your face, you desperately try to think of any way to change your circumstance.
Without warning, the zombie pitches to the side hard, the action accompanied by a gunshot that makes your ears ring.
Several paces to your side, Akane kneels over the unmoving form of her own zombie, her sidearm in hand as her eyes search you for any sign of injury.
Sighing in relief, you step away from the zombie at your feet.
Neither of you needs to say that the gunshot will attract more of the undead, and with a simple glance between you, you both start to move away from the area before it can be overrun.
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
What was intended to be a swipe at the zombie's neck instead cuts a deep cash along its cheek that reveals teeth.
As if intending to avenge the cut, the zombie seems to surge toward you, getting inside your reach faster than you had anticipated.
You can feel it's hands grasping you, pulling you closer by the second in spite of your attempts to keep it at arms reach.
Then in an act of pure desperation, you move the machete between you, shoving the tip upward with every bit of strength you can muster.
brush your throat sends a chill through you, but the feeling of it going limp fills you with pure relief.
You let go of the machete as the zombie falls, leaving yourself standing above the dead thing looking down.
It's not until Akane steps up beside you that you return to your senses.
<<talk "akane">>You ok?<</talk>>\
Nodding slowly, you reach down to take your machete.
Seeming to accept your nod in answer, the two of you go in search of somewhere else to loot.
<<set $CommonZombieKill += 1>>\
<<else>>\
Your machete cuts deep into the zombie's collar, but does almost nothing to stop, or even slow it.
Caught by surprise, the zombie is suddenly inside of your reach and you're struggling to keep it at arms reach.
You grit your teeth as you feel its jaws close on your arm, then growl deep in your throat ad you grab the zombie by the head, trying to pry its jaw from you.
Somewhere nearby, you hear Akane curse, but you don't make out what exactly is said.
Yelling, Akane tackles the zombie, breaking it away from you, then driving her screwdriver into its skull several times before it finally goes still.
<<includeevent setup.events.armorArrayZ>>
<<talk "akane">>You ok?<</talk>>\
You half nod.
<<talk "player">>Not as bad as it could be.<</talk>>\
She returns your nod as the two of you move away from the area.
<</if>>\<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
You heft the sledgehammer in your hands, enjoying the feel of it's weight as you bring it up and over in a swing that you put your entire body behind.
The zombie's head splits like a melon from the force of the impact, the metal head of the hammer passing through the skull and finally stopping as it sinks into the neck.
Following the momentum of your swing, you bring one foot up, planting it against the zombie's chest and shoving with all of your strength.
The now dead thing flies backward even as the gore connecting the hammer and it's neck try to stretch to hold on.
Red sludge drips from your sledgehammer as you turn toward Akane, finding her kneeling beside her own zombie, cleaning her screwdriver before slipping it back into her belt.
When you see her starting to search the zombie beside her, you turn toward the one you just killed and do the same.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
With a grunt of exertion, you swing your sledgehammer in a two handed arc toward the zombie's head. However, instead of caving in its skull as you intended, you instead glance off the side of its face and hit in the shoulder with bone crushing force.
The zombie staggers, tilts, then falls to the side from the force of the blow.
Not wasting the opportunity, you bring the sledgehammer up and over in a second swing, this time hitting it dead center in the face.
Pulling the sledgehammer from the resulting gore, you glance toward Akane to make sure she's got her zombie under control, and seeing it already dead you turn your attention to looting the body at your feet.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
The zombie's shambling gate is uneven, causing your swing to go wide, the head of your sledgehammer to hit in the chest with little effect.
Before you can recover for another swing, its lunging toward you. You rise your sledgehammer between you to ward the zombie off, twist it in the zombie's grip sending the thing stumbling a step, and are just starting to rise the sledgehammer for another swing when Akane darts in behind it, driving her screwdriver up through the back of its skull.
The zombie hasn't even finished falling to the ground when Akane's eyes turn to you.
<<talk "akane">>You ok?<</talk>>\
Nodding that you are, you seek out the zombie Akane had been fighting, finding it already dead a few feet away.
Taking a deep breath to calm your nerves, the two of you slip away from the area before more danger can present itself.
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
The zombie you are approaching seems to miss a step, then shambles half a step to the side. The action throws you off just enough that you step back rather than take your swing.
Watching the zombie for another second, watching for any further abnormal behavior, but see nothing.
You don't see her, but you hear Akane engaged with the other zombie, followed by a pleased little sound that you assume means she's done.
Bringing your sledgehammer up in a two handed swing, you catch the zombie in front of you full in the chest with the hit. It falls back from the force of the blow, it's chest clearly saved in from the impact, but otherwise shows little sign of being hurt.
Stepping forward, you put your whole body into a second swing, this one hitting is square in the head, crushing it's head and turning its head to pulp as it goes down.
<<else>>\
At the last possible second, the zombie shifts slightly in its gate, turning what should have been a kill shot into a glancing blow.
Then it's inside of your reach, its talon like fingers grasping your clothes as it tries to pull you closer. Its mouth opens, rancid breath wafting forth as it strains to rip at your flesh.
Staggering back a pace, you find your back against something with the zombie still pushing forward, your arms trembling with the effort of keeping it at bay.
In an act of desperation, you kick out, catching it in the knee hard enough to make it buckle. The zombie's shifting weight allows it to close the distance between you, its teeth finding purchase on your chest as it bites down.
Then Akane is there, taking hold of the zombie's head in a two handed grip before twisting. The zombie's neck snaps like celery and goes down.
Clearly running on adrenaline, Akane takes a half step back, trying to regain her composure.
<<includeevent setup.events.armorArrayZ>>
<<talk "akane">>How bad is it?<</talk>>\
You meet her gaze, your own adrenaline finally starting to subside.
<<talk "player">>Could have been a lot worse.<</talk>>\
The concern in Akane's gaze remains, but she nods all the same.
<</if>>\<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
Holding your pistol in a two handed grip, you take careful aim at the closer of the two zombies shambling toward you.
Your finger caresses the trigger, then there's a retort as the weapon fires.
A split second later, the sound is repeated as Akane pulls the trigger of her pistol too.
Across from you, the zombie takes one more step before you notice the hole right at its hairline. Then as if that is its cue, it crumples to the ground.
The second zombie stumbles a step, sways, then falls across the first.
With no sign of life from either zombie, you quickly move forward to search it in case there's anything of value on it.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
Holding your pistol in a two handed grip, you center your sights on the closer of the two zombies shambling toward you.
Your finger tightens around the trigger, then there's a retort as the weapon fires.
A split second later, the sound is repeated as Akane pulls the trigger of her pistol too.
Across from you, the zombie takes one more step before you notice the hole along the side of its scalp. For a second you think you didn't kill it, but as if that thought was its cue, it crumples to the ground.
The second zombie stumbles a step, sways, then falls across the first.
With no sign of life from the zombie, you scan the area for other threats before moving away from the corpse.
\
<<set $CommonZombieKill += 1>>\
<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
Taking a two handed grip on your pistol, you take aim at the closer of the two zombies shambling toward you. Unfortunately you don't have as much time to take the shot as you would like and see it stagger a step as the bullet slams into its shoulder.
Akane's run tracks her zombie for a split second longer before she pulls her trigger too.
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\<<if setup.Items.get("sidearm_ammo").quantity gte 1>>Adjusting your aim, you force yourself to take a deep breath before squeezing the trigger a second time. This time the shot punches a hole in its face. The zombie sort of wavers like it has forgotten how to complete the step it is taking, then seems to freeze up as it falls to one side.
Akane's zombie just seems to stand there a second longer before sagging to it's knees and pitching forward to the ground.<<set $CommonZombieKill += 1>><<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>><<else>>Pulling the trigger a second time, you feel a split second of panic as the gun clicks instead of firing.
<<talk "thought">>Shit, out of ammo.<</talk>>\
Backing away a few paces, you maintain your distance from the zombie until you decide it would be best to simply slip away before more can arrive.
Akane's zombie just seems to stand there a second longer before sagging to it's knees and pitching forward to the ground.
Almost immediately, Akane pivots to take aim at your zombie, her next shot hitting it right beside the eye. Its head swivels toward her, then it's body follows, only it never halts its forward momentum and falls to the ground where it remains still.<</if>>
A minute later, you've left the scene behind and are planning what you want to do next.
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
Taking a two handed grip on your pistol, you take aim at the nearer of the two zombies shambling toward you. Unfortunately you don't have as much time to take the shot as you would like and see it stagger a step as the bullet slams into its shoulder.
You hear a second shot as Akane moves in your paraphyla vision, but you don't have time to look.
<<run setup.Items.get("sidearm_ammo").quantity -= 1>><<if setup.Items.get("sidearm_ammo").quantity gte 1>>Adjusting your aim, you force yourself to take a deep breath before squeezing the trigger a second time.
There's an awful heartbeat where you realize that you missed it entirely, then the zombie is lunging for you.<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>><<else>>Pulling the trigger a second time, you feel a split second of panic as the gun clicks instead of firing.
<<talk "thought">>Shit, out of ammo.<</talk>>\
Then the zombie is lunging for you.
<</if>>You try to scramble back, but you're too slow. The zombie slams into you, its arms trying to grasp you. During your struggle, you feel a sharp pain in your side, and you have this clear moment where you think you're about to die.
Then the zombie isn't on top of you anymore as Akane kicks it in the side hard enough to knock it off of you.
What follows is three rapid shots to the thing's skull followed by a worried look in your direction.
<<talk "akane">>You ok?<</talk>>\
There's a hint of fear in her voice.
<<talk "player">>Would have been a lot worse if you weren't here to help. Thank you.<</talk>>\
She doesn't seem convinced, but she nods before starting to sweep the area for additional threats.
<<includeevent setup.events.armorArrayZ>>
\
A minute later, Akane is moving at your side as the two of you start to move away from the area.
<<else>>\
You hastily take aim at the closest of the two zombies shambling toward you. Unfortunately you don't have as much time to take the shot as you would like and see it stagger a step as the bullet slams into its shoulder.
Then the zombie is lunging for you.
The sound of Akane shooting the second zombie seems impossibly far away as your pulse roars in your ears.
You try to scramble back, but you're too slow. The zombie slams into you, its arms trying to grasp you. During your struggle, you feel a sharp pain in your side, then the zombie lurches to the side but not quite off of you. An adrenaline fueled shove finishes the job Akane's kick started.
Two more gunshots as Akane puts two bullets in the zombie's head before turning to you. There's concern in her eyes as she looks you over, her eyes lingering on the all of the likely bite locations.
After reassuring her for a few seconds, Akane steps away to sweep the area for other potential threats.
<<includeevent setup.events.armorArrayZ>>
\
A minute later, you're watching your surroundings, wary of further threats as Akane does the same at your side.
\
<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>>\
<</if>>\<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
Raising your rifle, you sight down the barrel. Your finger caresses the trigger, the cold steel comfortable to the touch.
Beside you, Akane holds her pistol in a two handed grip as she takes aim at the second zombie.
Then the moment arrives, the first zombie taking another step, your sights lining up directly between its eyes as you pull the trigger.
The gun's retort seems to echo, and you instinctively know that the sound will carry for miles.
Only slightly quieter, Akane's pistol fires like an echo of your rifles discharge.
As you watch, the first zombie falls backward. The second sort of wavers, tries to take one more step, then falls limply to the ground a few paces away from the first.
Pleased with the results, you scan the area one more time before moving toward the body, wondering if you will find anything useful.
Akane turns her attention outward, seeking potential threats while you work to loot the body.
A couple minutes later, you grin to yourself, stuffing what you found into your bag.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
Raising your rifle, you sight down the barrel. Your finger brushes lightly against the trigger, the cold steel making you intimately aware of the nature of what you hold in your hands.
Beside you, Akane holds her pistol in a two handed grip as she takes aim at the second zombie.
Then the moment arrives, the first zombie taking another step, placing its head right in your sights.
The gun's retort seems to echo, and you know deep down that the sound will carry for miles.
Only slightly quieter, Akane's pistol fires like an echo of your rifles discharge.
As you watch, the zombie sort of wavers, its head turning to one side as it attempting to understand how half of its face is missing, then staggers in its next step.
Akane's zombie simply falls, it's forward momentum carrying it face first into the ground.
Already staggered, the first zombie takes another step that only hastens its fall.
When it hits the ground, it continues to move , but lacks any coordination as it flails about for a few more seconds before finally growing still.
Seeing that it's down, but not trusting that it isn't still at least partially mobile, you start to move away from the area before the sound of your gunshot can draw any unwanted attention.
Akane follows your lead, casting one last look at the two zombies laying lifelessly on the ground before moving to your side.
<<set $CommonZombieKill += 1>>\
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
Raising your rifle, you sight down the barrel. Your finger brushes against the trigger, the cold steel resting heavily in your hands.
Akane takes a step to one side, then sights down the barrel of her pistol before squeezing off a shot.
Twice you prepare to squeeze the trigger only for the staggering zombie to suddenly shift in a way that throws your aim off.
As the zombie approaches you, Akane raises her pistol a second time, a shot to the side of the zombie's head serving to pitch it to one side where it falls as lifeless as the first.
Not a word is said between you as you start to move away from the area before more zombies can arrive, attracted by the sounds of the gunshots.
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
Raising your rifle, you sight down the barrel. Your finger brushes against the trigger as you focus on the approaching zombie.
Akane takes aim with her own weapon, firing two rapid shots before it finally starts to fall.
Your gun's retort is loud in your ears, making them ring, but your attention remains on the approaching zombie.
Now with a large hole in its chest, it still continues toward you undaunted.
Then the zombie is on you and you're fighting for your life. The zombie clutches at you, its teeth inches from your shoulder and its rancid smell making you want to gag.
There's a sharp pain in your arm that sends a momentary panic through you, but you're too busy trying to get it off of you to think on it for long.
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
There's a grunt as Akane tackles the zombie, knocking it off of you before scrambling to her feet
Your rifle snaps up again, this time too close to miss as you pull the trigger. The side of the zombie's head vanishes in a spray of gore.
<<run setup.Items.get("longarm_ammo").quantity -= 1>><<set $CommonZombieKill += 1>>\
<<else>>\
There's a grunt as Akane tackles the zombie, knocking it off of you before scrambling to her feet
Your rifle snaps up again, this time too close to miss as you pull the trigger. The click as the hammer drops on an empty chamber is almost deafening.
A second later, you hear another gunshot, and as the zombie falls you see Akane lowering her weapon.
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
\
The worry in Akane's eyes makes it evident that she saw just how close a call it was before turning her attention outward in search of new threats.
<<includeevent setup.events.armorArrayZ>>
\
Sighing, you look at the bodies then at Akane, realizing it's time to leave before more zombies can show up, drawn by the sound of your gunshots.
<<else>>\
You nearly fumble your rifle as you bring it to bear, costing you precious seconds that the closest zombie uses to close the gap with you.
Frantically, you bring the rifle to bear, only to be knocked back as the zombie slams into you.
You hear a gunshot, and part of you realizes that means Akane has likely finished off the second zombie already
The next few seconds are a tangle of limbs, gnashing teeth, and grunts of exertion.
It's not until Akane grabs the things shoulders and helps you push the zombie away that you realize that your side hurts.
As soon as you stagger out of its reach, Akane shoves her screwdriver into the side of its head, causing it to go limp in her arms.
You can see Akane's eyes survey you for potential injury even as your thoughts turn fully to the pain in your side.
<<includeevent setup.events.armorArrayZ>>
\
<<talk "akane">>You sure you're ok?<</talk>>\
Nodding slowly, you don't quite meet her eyes as you reply.
<<talk "player">>Yeah, I think so.<</talk>>\
She doesn't look convinced as the two of you leave the area.
<</if>>\At your side, Akane raises her pistol in a two handed grip, the weapon bucking in her hands as she shoots the zombie.
Lining up your own shot, you feel a sick feeling settle into your gut as you pull the trigger. Instead of the rifle kicking as you expected, or the sound of a gunshot filling the air, all you receive is a simple soft 'click.'
Akane's eyes flicker to you, alarm evident in her expression.
<<talk "thought">>Out of ammo?<</talk>>\
As the thought takes form in your mind, you silently curse yourself for being so careless.
With an almost imperceptible hesitation, Akane pivots toward the remaining zombie, firing twice. Both bullets strike it in the head.
The lifeless corpse falls limply to the ground.As you line up your own shot, you hear the retort of Akane's pistol as she shoots one zombie almost perfectly between the eyes.
Holding your own pistol in a two handed grip, you line up your shot and pull the trigger.
Only instead of a low bang and a solid recoil, you hear a soft 'click' instead.
Akane's eyes flicker to you, surprise evident in her expression.
<<talk "thought">>Out of ammo?<</talk>>\
As the thought takes form in your mind, you silently curse yourself for being so careless.
You aren't sure if it's her police training or natural instinct, but Akane pivots toward you in a motion so fluid it's as if she had planned for it all along.
Her first shot hits the zombie in the shoulder, staggering it. The second catches it right beside its ear.
Suddenly lifeless, the body crumples to the ground.<<set setup.events.akaneHangout = [
{
requires: 'true',
chance: 100,
link: "Akane Friend 1"
}
]>>Akane greets you with a beer in each hand. She hands you one, then sips at the other.
<<talk "akane">>Movie night. Got a generator running and a small but growing movie collection. No cop or zombie flicks.<</talk>>\
With her beer hand, she points toward a small book shelf that's maybe a quarter full of movies.
It only takes a minute to find something to watch.
You're just plopping down on her couch when she grins ear to ear.
<<talk "akane">>I found something special while scavenging. Wanted to share with my best friend.<</talk>>\
She almost skips out of sight, then you hear the unmistakable sound of a microwave running.
<<talk "thought">>Bet she found some popcorn.<</talk>>\
Sure enough, a few seconds later you hear the first pop, then another, and before long the sound comes steadily.
By the time Akane returns with a large bowl of popcorn, you've got the movie at the title screen and ready to start.
Within minutes, you're both laughing, cheering at parts, and occasionally throwing a piece of popcorn at each other.
When the movie ends, Akane pulls you into a friendly hug.
<<talk "akane">>Thank you for coming over, I had a lot of fun.<</talk>>\
You stay just long enough to help her clean up and put everything away, then excuse yourself for the evening.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>><<talk "akane">>Got a minute?<</talk>>\
She speaks before you can do so, her eyes having a haunted sort of intensity.
<<talk "akane">>I, uh, we.<</talk>>\
Akane pauses again, clearly making a mental effort to focus.
<<talk "akane">>As my mom would say 'Ain't no way to candy coat this.'<</talk>>\
A faint smile tugs at her lips as she thinks of her mother.
<<talk "akane">>I'm pregnant.<</talk>>\
[[Be happy.|Akane Pregnant 1a]]
[[Ask if it's yours.|Akane Pregnant 1b]]
[[Be concerned.|Akane Pregnant 1c]]
<<run $akane.addFlag("announced")>><<run $akane.pregnancies += 1>><<run $player.childrenFathered += 1>>\You feel your brow rise as a smile starts to tug at your lips even as the implications of her words slowly sinking in to sober your sudden elation.
<<talk "akane">>You've given us a safe place here. We can make this work.<</talk>>\
Her tone is soft, but becomes more confident with every word out of her mouth.
<<talk "akane">>I've spent the last day thinking about this. Thinking of every way it can go wrong. Telling myself that it would be foolish to bring a child into a world like this.<</talk>>\
Akane's eyes hold yours even as she speaks every worry that crosses your mind almost as soon as you think them.
<<talk "akane">>But if we think like that, then what's the point in life anymore? A child is hope, hope in the future, hope for something better.<</talk>>\
Her hand finds yours, giving it an affectionate squeeze.
You search her eyes, seeing a flicker of fear and a mountain of certainty behind her words.
<<talk "player">>This is wonderful! This is a beginning, and we'll figure it out together.<</talk>>\
Nodding, Akane throws herself into your arms, holding you fiercely for a long time.
<<talk "akane">>We have everything we need, but I don't think either one of us wants to wash reusable diapers if we can help it. When we're looting, we should watch for things like diapers or formula, we don't //have// to have them but it would make our lives simpler.<</talk>>\
You both talk for a little bit longer before returning to your own responsibilities.
[[End.|$location]]<<talk "player">>Is it mine?<</talk>>\
Akane's fist catches you in the jaw so suddenly you don't even realize she's going to throw a punch until you hit the ground.
<<talk "akane">>Dumbass.<</talk>>\
There's laughter in her voice as she offers you a hand up.
Your eyes pivot to her hand as you raise one of yours to your jaw where she just hit you.
<<talk "player">>You going to clobber me again if I let you help me up?<</talk>>\
A genuine smile forms on her lips for a second before starting to fade again.
<<talk "akane">>Depends, you going to say something that stupid again?<</talk>>\
Your jaw aches as you find yourself smiling. With no further hesitation, you accept her hand up.
<<talk "player">>I kind of had that coming, didn't I?<</talk>>\
You both grin in unison.
<<talk "akane">>Damn straight you did.<</talk>>\
The next few minutes involve an equal mix of Akane doting on you to make sure she didn't hurt more than your pride, talking about the things you'll need for the baby, and her ribbing you about how you went down with one little punch.
Then she kisses you firmly on the lips, a kiss that says "I love you" more clearly than words ever could, and excuses herself to attend her other responsibilities.
[[End.|$location]]You feel your brow crease, the implications of her words slowly sinking in.
<<talk "akane">>We have a safe place here. We can make this work.<</talk>>\
Her tone is soft, but becomes more confident with every word out of her mouth.
<<talk "akane">>I've spent the last day thinking about this. Thinking of every way it can go wrong. Telling myself that it would be foolish to bring a child into a world like this.<</talk>>\
Akane's eyes hold yours even as she speaks every worry that crosses your mind almost as soon as you think them.
<<talk "akane">>But if we think like that, then what's the point in life anymore? A child is hope, hope in the future, hope for something better.<</talk>>\
Her hand finds yours, giving it an affectionate squeeze.
You search her eyes, seeing a flicker of fear and a mountain of certainty behind her words.
Now knowing what exactly to say, you nod and allow her to pull you into her arms.
For a long while the two of you hold each other.
<<talk "akane">>We have everything we need, but I don't think either one of us wants to wash reusable diapers if we can help it. When we're looting, we should watch for things like diapers or formula, we don't //have// to have them but it would make our lives simpler.<</talk>>\
You both talk for a little bit longer before returning to your own responsibilities.
[[End|$location]]As you approach Akane, she smiles and raises a hand in greeting.
Almost as soon as she does so, she falters, one hand moving to her mouth, You see her eyes widen slightly as her skin turns pale. Then she's running in the opposite direction. You can hear her retching the moment she's out of view.
You take a few steps toward the sound, instinctively wanting to help, but Akane reappears before you can get far.
She wipes at her mouth with the back of her hand, most of her earlier excitement missing from her new smile.
<<talk "akane">>They call it 'morning sickness' but it seems to me like it hits me at random a few times.<</talk>>\
Seeing your look of concern, she continues hastily.
<<talk "akane">>It's fine, morning sickness has always hit my family hard, why should I be an exception?<</talk>>\
You spend a couple minutes talking with her, making sure she's really ok before you part ways again.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>As you talk with Akane, you notice her hand resting on her belly protectively. You wonder if she's doing it subconsciously or affectionately.
A second later, she notices you looking. Her hand half withdraws, then returns as color darkens her cheeks. The smile that tugs gently at the corners of her lips suits her well as she continues to talk about ways to make your settlement safer from possible attack.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>Akane grimaces as you approach.
Seeing your sudden caution, she waves one hand dismissively while forcing a smile onto her face.
<<talk "akane">>Sorry, it's not you. My ankles hurt.<</talk>>\
Before you can inquire, she continues.
<<talk "akane">>Pregnancy swelling. Shoes don't fit right anymore, but they're the most comfortable shoes I own.<</talk>>\
She shrugs as much to you as to herself as she plops down onto the ground to sit.
The following minutes settle into your usual banter, part flirting, part discussing your situation and how to improve it. All the while, she rubs her ankles, first one, then the other.
<<talk "akane">>Thank you for giving me an excuse to sit down for a spell.<</talk>>\
Leaning over, she kisses you on the corner of your mouth before slipping away.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>You can see Akane grimace, one hand moving to her back to massage a spot just above her butt. The action causes her to arch her back in a way that emphasizes the growing swell of her belly.
Then she sees you and her face lights up with a large grin. She quickly suppresses the grin into something a bit less toothy but no less happy.
<<talk "akane">>Sucks getting old.<</talk>>\
She says clearly in jest.
<<talk "akane">>Maybe you can give me a back rub later? After all, this is your fault.<</talk>>\
Her hand drifts to her belly, clearly implying that she's talking about the baby growing inside of her.
<<talk "akane">>It's only right that you take responsibility, pamper me a bit.<</talk>>\
There's a hint of mischief in her eyes as she speaks.
When she steps closer, you slip your arms around her in an affectionate hug.
Her happy sigh coaxes a smile of your own to your lips.
A minute later, you reluctantly let her slip from your arms.
<<talk "akane">>I want to walk the parameter one more time before taking a break.<</talk>>\
Leaning forward, she kisses you full on the lips before slipping away.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>Akane as much waddles as she walks toward you. One hand rests lightly on the unmistakable swell of her pregnancy while the other rests on her hip near the pistol she wears on her belt.
Without a word, she slips up close and wraps her arms around you, the action made only a little awkward by the swell of her belly.
For a long while she holds you like that, your own arms finding their way around her to hold her in return.
<<talk "akane">>This is exactly what I needed.<</talk>>\
She mumbles into your chest before finally pulling away.
Her eyes search yours for several seconds, then smiles when she finds whatever she was looking for.
<<talk "akane">>I saw a spot that needed some repair work on our parameter, I want to get it fixed before I'm too pregnant to work.<</talk>>\
<<talk "player">>Anything I can help with?<</talk>>\
She puts on a thoughtful expression, then quickly shakes her head 'no'.
<<talk "akane">>It's pretty small. One person job, shouldn't take more more than a minute or two.<</talk>>\
Winking at you, she pivots and starts to move, leaving you to watch the sway of her hips as she walks away.
While visiting with Akane, she rests her hand lightly on the swell of her belly.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>><<talk "akane">>Everything looks good on the parameter.<</talk>>\
Akane says by way of greeting.
As she approaches, you can't help but notice how her brow is knit and one hand resting near her throat while the other rests on the swell of her belly.
<<talk "akane">>My mom used to say that heartburn is a sign that your baby will have hair.<</talk>>\
She grimaces.
<<talk "akane">>You have a bigfoot in your family tree somewhere?<</talk>>\
A playful smirk touches her lips before being lost behind another grimace. The hand hear her throat reaches into her pocket and produces a small round disk, half as thick as it is round, and tosses it into her mouth.
Almost as soon as it hits her mouth, she starts to chew it, then tosses a second one in her mouth after swallowing the first.
<<talk "akane">>Chew the first, suck the second.<</talk>>\
She says to herself.
<<talk "player">>Anything I can do? Anything you need me to look for next time I'm scavenging?<</talk>>\
Akane smiles, stepping close to you and leaning her head against your shoulder.
You instinctively swap your arms around her in a gentle hug.
<<talk "akane">>Nothing I can think of right now, but I'll let you know.<</talk>>\
Holding her a little longer, you eventually let go of her and you both return to what you were doing before.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>You're just approaching Akane when her eyes fly wide, her hands both going to her belly.
<<talk "akane">>Shit!<</talk>>\
You feel your heart race suddenly, wondering if she's having the baby before she speaks.
<<talk "akane">>Got to run. Kid just kicked my bladder!<</talk>>\
More waddle than run, she heads toward the nearest place she can safely relieve herself.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>><<set $kid to $kids.filter(function (k) { return k.motherId === $akane.id && k.fatherId === $player.id && k.ageReal <= 2; }).random()>>\
You find Akane resting her back against a tree as her eyes scan the surroundings. Her shirt is pulled up and one breast slipped free of her bra while little $kid.nickOrName sucks eagerly at her breast.
Your pace slows, your eyes taking in the sight in detail before moving to join you.
Akane smiles a tired sort of smile when she sees you.
<<talk "akane">>Just taking a minute to feed $kid.nickOrName, then I was going to walk the parameter again.<</talk>>\
<<talk "player">>You know you don't have to work yourself quite so hard.<</talk>>\
Her smile finally touches her eyes.
<<talk "akane">>My mom used to say the same thing, and I'll give you the same answer that I used to give her; I work hard to keep people safe because it's something I feel called to do. If inspecting the parameter one more time would make you, $kid.nickOrName, or anyone else safer, then I'm going to do it.<</talk>>\
Slipping your arms around her, you hug her gently $kid.nickOrName nestled gently between you. $kid.nickOrName coos, the smell of breast milk hitting you as their lips leave their mother's nipple.
<<talk "player">>Want me to take $kid.nickOrName while you do your patrol?<</talk>>\
The smile on her face becomes very warm., and when she talks it's to $kid.nickOrName instead of you.
<<talk "akane">>$kid.nickOrName likes $kid.his_ walks with mommy? Don't you?<</talk>>\
Her tone has a sing-song ring to it as she baby talks to the baby in her arms.
The warmth in her voice remains, but she loses the baby talk when she turns her attention.
<<talk "akane">>Maybe another time. Right now, I'm just enjoying the closeness.<</talk>>\
You nod in understanding.
When you start to turn to leave, you feel her grope your bottom, a not so innocent smile on her face as she tries to claim it wasn't her.
A minute later you both go your own way to attend your own concerns.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>
<<unset $kid>>\<<set $kid to $kids.filter(function (k) { return k.motherId === $akane.id && k.fatherId === $player.id && k.ageReal < 2; }).random()>>\
Seeing Akane striding through the area, it takes you a second longer to notice that she's got a little sling around her neck, but rather than something to hold an injured arm, this sling holds her baby.
She keeps one hand protectively over her precious cargo while keeping the other free to do anything she needs to do.
When she notices you approaching, she smiles and slows her pace so you can catch up.
<<talk "player">>Thought I'd check up on you and the little one. Make sure you're both doing ok.<</talk>>\
Akane nods, her eyes moving to the bundle nestled against her chest.
<<talk "akane">>Yeah, $kid.he always sleeps good after a big meal. Just wish my breasts didn't ache so much all the time.<</talk>>\
The corner of your mouth ticks upward into a small smile.
<<talk "player">>I could massage them if you thought that would help?<</talk>>\
<<talk "akane">>Pervert.<</talk>>\
You both share a little smile that ends when a foul stench hits both of you at once. Almost immediately the smell is followed by a wet sounding fart.
<<talk "akane">>If you really wanted to help, you can change this diaper?<</talk>>\
You've barely got time to open your mouth to reply before she continues.
<<talk "akane">>I'm headed that way anyway, so I'll let you have the next one.<</talk>>\
Leaning toward you, Akane gives you a quick kiss before starting to turn away. She's barely taken a step before you hear the sound of $kid.nickOrName starting to wake, clearly unhappy with the soiled state of $kid.his_ diaper.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>
<<unset $kid>>\<<set $kid to $kids.filter(function (k) { return k.motherId === $akane.id && k.fatherId === $player.id && k.ageReal >= 2 && k.ageReal < 4; }).random()>>\
You find Akane sitting in a chair, leaning back and her eyes closed. In her arms is $kid.nickOrName, sprawled across her chest as $kid.he sleeps, mouth open wide.
Reaching out, you gently close $kid.nickOrName's mouth, only to have it drop open again a second later.
Smiling to yourself, you decide to let the pair rest.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>
<<unset $kid>>\<<set $kid to $kids.filter(function (k) { return k.motherId === $akane.id && k.fatherId === $player.id && k.ageReal >= 4 && k.ageReal <= 12; }).random()>>\
As Akane makes her rounds, you see a smaller figure shadowing her.
$kid.nickOrName has to take twice as many steps as $kid.his_ mother to keep up, but $kid.he walks the same way, going so far as to rest $kid.his_ hand at $kid.his_ hip near where Akane's pistol would be.
You can't help but grin at the sight.
When Akane sees you approaching, she pauses, $kid.nickOrName nearly running into her before stopping to strike the same pose.
<<link "Next.">><<gotoevent setup.events.returnHome>><</link>>
<<unset $kid>>\Finding Akane standing near a small shed, you approach her.
You're just preparing to speak when she notices you, her expression brightening.
<<talk "akane">>I was just thinking about you.<</talk>>\
You feel the corner of your mouth tick upward slightly.
<<talk "player">>All good things I hope?<</talk>>\
A smile finds its way onto Akane's lips.
<<talk "akane">>I've been thinking about security. How to make us safe long term. I want to start an armory.<</talk>>\
She gestures at the shed.
<<talk "akane">>I want to start stockpiling some equipment in case we need it to defend ourselves.<</talk>>\
Her eyes search your features, trying to read your thoughts as she continues.
<<talk "akane">>Weapons, ammo, armor. That kind of thing.<</talk>>\
Akane stops, looking at you.
<<talk "akane">>Willing to help?<</talk>>\
You think about it for a moment.
<<talk "player">>What do you need from me?<</talk>>\
The wolfish grin that forms on her features makes you a little uneasy.
<<talk "akane">>There's a youth center in the suburbs. My precinct funded it as an outreach program to help keep kids off the streets.<</talk>>\
There's a shadow of sadness in her eyes as she remembers something from her past before pushing the thought aside.
<<talk "akane">>Place is filled with sporting equipment. Baseball bats, maybe some protective gear full contact sports, that kind of thing. I know it's not much, but it might make a good place to start.<</talk>>\
You lift an eyebrow.
<<talk "player">>What about firearms? Wouldn't that be better?<</talk>>\
Akane nods at your words, lifting a hand as if to make a point when she starts to talk again.
<<talk "akane">>Yes, but any place that has firearms is either going to be looted by other survivors by now, or would be too dangerous to safely loot. This gets us some basic equipment with low risk while I work out how to get us something better.<</talk>>\
<<talk "player">>Alright, I'll see what I can do.<</talk>>\
Akane takes a moment to give you directions, going so far as to hand you a simple map that she clearly drew up with care before you approached her.
<<talk "akane">>Thank you. I'll see about finding a safe way to get us some firearms next.<</talk>>\
[[End.|$location]]
<<run $player.addFlag("meleeUpgrade1")>>Approaching the youth center, you watch for potential signs of danger.
You see nothing of concern, not a single zombie, no signs of life.
And that in itself is enough to put you further on edge.
At the front door, you look through the glass storefront, scanning for signs of movement but see nothing other than a basketball sitting near the door with a small sign reading "Gymnasium 1" above it.
Reaching for the door, you're mildly surprised to find it unlocked as it swings silently open.
Taking a deep breath once inside, you can smell the stale stuffy air, musty dust over stale sweat.
You tilt your head to one side, straining to hear.
Only silence reaches your ears.
Pulling Akane's little map from your pocket, you take a few seconds orienting yourself before starting for the equipment room.
With every step, you feel more uneasy. The entire place feels like a tomb, and some voice in the back of your mind refuses to let you accept that the place is empty.
At the door indicated on the hand drawn map, you find the door ajar.
Feeling the hairs on the back of your neck rise, you open the door slowly, your eyes searching the dark interior for any signs of danger.
Taking a deep breath, you close your eyes and let it out slowly as you try to settle your nerves.
With one final look around, you slip into the dark room, wary of every shadow as you start looking for what you came for.
It doesn't take you long before you have a bag filled with baseball bats and have used a length of twine to string together half a dozen suits of football shoulder pads and helmets.
<<talk "player">>This was almost too easy.<</talk>>\
Hefting the bag over your shoulder and dragging the protective gear behind, you start for the still open door of the equipment room.
Then the protective gear gets caught on something and before your conscious mind can stop you, you give the twine a firm tug to try freeing the bundle from whatever it has hung itself up on.
Something falls, the sound of metal clattering on the floor is almost deafening.
Frozen in place, you listen, hoping that you didn't draw the attention of anything or anyone.
Your hopes are dashed as you hear an inhuman howl echo through the depths of the building.
<<talk "thought">>That was no zombie.<</talk>>\
The howl fades slowly, a slight gargling sound marking its end right before you hear several zombies answer the call.
Adrenaline surges through you and you find yourself running before you even make a conscious decision to do so.
As you enter the main lobby, you risk a glance down the long hallway, and what you see spurs you to run even faster. Dozens of zombies, but something else, golden eyes reflecting the dim light, at least two sets among the zombies, but low to the ground.
The howl returns, louder this time, closer.
You nearly crash through the front door in your headlong rush to escape, the protective gear catching on the door as you pass through it. Rather than try to free it, you just let go, knowing that the gear isn't worth your life.
Across the street and still running, you hear the sound of glass breaking behind you.
Another look back, this time you see a small horde of zombies, maybe twenty of the things, pressing against the glass, tripping and clawing at each other as they try to force their way past each other in a frenzy.
Among them, you see other shapes, maybe dogs, maybe something else, but clearly unlike any zombie you've ever seen before.
Finding an open door along the street, you dash through it, shove something against the door to block it, and turn to rush through the building.
You can hear the zombies from the youth center spilling in to the street, accompanied by more howls.
As you race through the building in search of the back door, you see at least one zombie in a side room, but you're gone before it can even turn to face you let along give pursuit.
The back door of the building slams open as you hurl yourself against it, stumbling as you reach the alley, then running again until you have to stop to breathe.
It takes you several minutes before you realize that you can no longer hear any of the undead, and though that gives you a small sense of relief, you refuse to let your guard down as you start to move again.
<<talk "thought">>Those eyes.<</talk>>\
You feel a chill go through you, your thoughts on whatever you saw and realizing that if the infection has jumped species, then the world just became an infinitely more dangerous place than you thought it was.
<<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>\
<<run $player.addFlag("animalZed")>><<run $player.addFlag("meleeUpgrade2")>>\Dropping the bag of baseball bats at Akane's feet, she seems to pick up on your mood.
<<talk "akane">>what's wrong?<</talk>>\
Taking a deep breath, you meet her gaze evenly.
<<talk "player">>You ever seen a zombie that wasn't human before?<</talk>>\
There's a flash of humor across Akane's face that falters as fast as it appears as she realizes you aren't joking.
<<talk "akane">>No, I haven't.<</talk>>\
She only allows the silence to stretch for a heartbeat before she continues.
<<talk "akane">>What did you see?<</talk>>\
You take a deep breath before replying.
<<talk "player">>I don't know for sure. I think they were dogs, maybe wolves, but I wasn't sticking around to get good look.<</talk>>\
For the next few minutes you explain to her what happened, followed by her asking a hundred questions that you don't have answers for. By the time you're done recounting what happened, both of you have troubled expressions.
Clearly lost in her own thoughts, Akane slings the pack full of baseball bats over her shoulder and starts to walk away.
[[End.|$location]]
<<run $CounterContainer.Armory = 1>><<run $Settlement.armoryMeleeWeapons += 10>><<run $player.addFlag("meleeUpgrade3")>>\<<talk "akane">>I have a favor to ask.<</talk>>\
Akane says, her brow knitted with a hint of worry.
<<talk "akane">>I want to go down town, the police station has a small armory. We never stocked a lot of ammo, but we had a good assortment of weapons and lots of them. If I have someone I trust to watch my back, I think we can get in and grab a few things.<</talk>>\
<<talk "player">>The guns aren't going to do a lot of good without ammo.<</talk>>\
You reflect out loud.
<<talk "akane">>Not against the dead, but the mere sight of a gun gives most of the living pause. Guns first, then we'll work on the ammo.<</talk>>\
There's a short pause.
<<talk "akane">>Ok?<</talk>>\
You nod slowly, your thoughts sobered at the thought of how dangerous the city is going to be.
<<talk "player">>Sure, I'll bring you scavenging with me when I'm ready.<</talk>>\
Akane looks pleased, her eyes filled with determination as she spins on her heel and heads off with a sense of purpose.
[[End|$location]]
<<run $player.addFlag("rangedUpgrade1")>>\A few minutes later, you find yourself in a Dunker's Donuts store, looking across the street toward the West Precinct Police Department.
The irony is not lost on you.
Akane leans close to you, the scent of her skin filling your nostrils as she tries to look past you without drawing attention from the dead outside.
The street is full of zombies, not just a few, easily a hundred or more.
She takes a deep breath, her brow knitting slightly as she considers your situation.
You feel a mere second of relief as a little smile tugs almost imperceptibly at the corner of her mouth. A sense of relief that vanishes a heartbeat later as she draws her pistol.
<<talk "player">>We can't-<</talk>>\
Akane cuts you off by raising a single finger.
<<talk "akane">>I know we can't just fight our way through, I have an idea.<</talk>>\
Without a further word, she slips away from you, motioning you to stay put as she heads toward the alley door the two of you had originally broken in through.
Seconds pass, becoming minutes, then a single gunshot followed by a long ringing in the distance. It takes you several seconds to figure out she shot the church bell down the street.
When she reappears, she's moving fast, a mix of fear and determination in her eyes.
<<talk "akane">>They saw me, we have to move.<</talk>>\
Almost immediately you see the first zombie come into view from the direction Akane just came from.
Scrambling to your feet, you watch as Akane shoves open the front door of the Dunker's Donuts and bursts into the street.
You feel your eyes widen even as you rush to join her. The street isn't as crowded as it was before, but there's till a lot of zombies present, and even more seem to be arriving to replace the ones that left.
At first it's just one or two zombies that notice the humans rushing across the street in their midst. Their outstretched arms grasping for you but proving to be just a fraction of a second too slow. But then more start to notice, changing their direction as they seek the living flesh in their midst.
By the time you reach the front of the police station, you feel like the entire horde is focused on you.
Akane slams into the front door of the police station, looking relieved as it slams open.
You're barely a step behind her.
Unfortunately for both of you, the zombies dogging your heels rush to fill the gap before you can slam the door behind you and beginning to push inside.
Frantic, you look to Akane, who fires her pistol twice, each time dropping one of the half dozen zombies that were inside the police station when you arrived.
<<talk "akane">>This way!<</talk>>\
The fear in her voice fills you with a sense of dread, but you never hesitate to do as she says.
Within seconds, you're moving down a hallway. You have to sidestep a zombie wearing a police uniform, loosing a step in the process as Akane continues to rush ahead.
There's a jingle of keys, nearly lost in the sound of the zombies shambling in your wake.
Akane shoves open a door, then motions you inside before firing off three more shots at the zombies chasing you.
You've barely stepped inside before Akane joins you, slamming the door shut and locking it as quickly as she is able before turning her attention to the room you are standing in.
[[Next.|Armory Fetch Quest 2 A]]
<<run $player.addFlag("rangedUpgrade2")>>\A lurch of movement catches your attention just before Akane passes between you and the motion. There's a scuffle, then for one horrible second you think Akane has been bitten before she lowers the now dead zombie to the ground.
The reverence she lays the zombie down with leaves you certain that she knew the man it once was. She doesn't say a word as she turns toward you, but the sadness in her eyes tells the tale of a friend lost.
It's only then that you realize that there are zombies hitting the door at your back.
Pivoting toward the door, you see several zombies in the hallway outside, then not knowing what else to do, you reach out and turn the blinds to obscure the view.
When you look back toward Akane, you see her rummaging through the old wooden desk that dominates the small office.
You see her smile before you hear the triumphant little whoop, then she holds up a set if keys for you to see.
She turns toward a shadowy corner of the office and moves quickly in that direction. You don't realize it's a gun cabinet until she's got the door open.
<<talk "player">>I hope we came for more than that?<</talk>>\
Akane turns toward the desk, sitting a pistol, a shotgun, and a rifle on the desk before pivoting back toward the gun cabinet. When she turns back to the desk again, she drops several boxes of ammo beside the guns.
<<talk "akane">>No, this is Chief Dahl's office, these are his. He keeps the armory key in his left pants pocket.<</talk>>\
She gestures toward the body meaningfully.
Realizing she wants you to retrieve it, you kneel beside the body and quickly find a key ring with several keys on it.
<<talk "akane">>I'm just glad he didn't forget his personal safe key at home like he usually does. He has a new baby that keeps him up, he shows up at work half awake and always seems to be forgetting something at home.<</talk>>\
Akane looks ready to say more, but falters as a shadow crosses behind her eyes.
<<talk "akane">>//Had// a new baby.<</talk>>\
Her words are so soft you almost miss them.
Another sound at the door, accompanied by the sound of cracking glass snaps both of your attention to the office door.
<<if $player.inventory.includes("pistol")>>\
<<talk "akane">>Two magazines should be loaded already, he always loaded when he finished at the range. If you need more than that, then we have bigger problems.<</talk>>\
Her tone is crisp, serious, and demands attention, giving you a glimpse of the police officer she once was as you pick up the two magazines, then pull your pistol from its holster.
As you do so, Akane stuffs the spare ammo and the pistol on the desk into a duffel before slinging the rifle over her shoulder and picking up the shotgun.
<<talk "akane">>Stay close, kill anything I don't.<</talk>>\
The cold, certain way she says the words rises the hair on the back of your neck.
<<if $akane.hasFlag("friendZone")>>\
<<talk "akane">>I've got your back, and I know you've got mine. Drinks are on me tonight.<</talk>>\
<<else>>\
Her eyes move to yours, softening for an instant.
<<talk "akane">>I love you.<</talk>><</if>>\
Akane gestures at the door with the barrel of the shotgun, wordlessly asking you to pen it.
Nodding, and knowing this could get bad, you raise your pistol, its familiar weight leading the way as you reach for the doorknob.
<<else>>\
<<talk "akane">>Take the pistol. Two magazines should be loaded already, he always loaded when he finished at the range. If you need more than that, then we have bigger problems.<</talk>>\
Her tone is crisp, serious, and demands attention, giving you a glimpse of the police officer she once was as you pick up the pistol, check it, then pick up the two magazines.
As you do so, Akane stuffs the spare ammo and the pistol on the desk into a duffel before slinging the rifle over her shoulder and picking up the shotgun.
<<talk "akane">>Stay close, kill anything I don't.<</talk>>\
The cold, certain way she says the words rises the hair on the back of your neck.
<<if $akane.hasFlag("friendZone")>>\
<<talk "akane">>I've got your back, and I know you've got mine. Drinks are on me tonight.<</talk>>\
<<else>>\
Her eyes move to yours, softening for an instant.
<<talk "akane">>I love you.<</talk>><</if>>\
Akane gestures at the door with the barrel of the shotgun, wordlessly asking you to pen it.
Nodding, and knowing this could get bad, you raise your pistol, its unfamiliar weight leading the way as you reach for the doorknob.
<</if>>\
[[Next.|Armory Phase 2 Mid B]]
<<set _currentEquip to $player.bodySlotWeapon>>\
<<set setup.Items.get(_currentEquip).isEquipped to false>><<set $player.bodySlotWeapon to "pistol">><<set setup.Items.get("pistol").isEquipped to true>>\
<<if not $player.inventory.includes("pistol")>><<run $player.inventory.add("pistol")>><</if>>\
<<if $player.inventory.includes("sidearm_ammo")>>\
<<run setup.Items.get("sidearm_ammo").quantity += 24>>\
<<else>>\
<<run $player.inventory.add("sidearm_ammo")>>\
<<run setup.Items.get("sidearm_ammo").quantity += 23>>\
<</if>>\<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
Pulling the door open, the first zombie falls through the opening.
You never hesitate, you bring one foot down, pinning the zombie to the ground while you take aim at the ones behind it.
The pistol bucks in your hand as you shoot the closest zombie in the face, and before it can even start to fall you are already taking aim at the second.
As the second zombie starts to fall, you adjust aim to the zombie at your feet, firing a single round into the back of its skull.
At the same time, Akane steps past you into the doorway. The shotgun roars as she pulls the trigger. When she fires a second shot, it somehow doesn't sound quite as loud.
Then she's pivoting in the other direction and you're in motion, surveying the carnage she just created in the hallway and putting two rounds into the only zombie still standing before it goes rigid and falls.
Akane's shotgun booms behind you.
<<talk "akane">>This way.<</talk>>\
It never crossed your mind to do anything but stick with her, and with a single glance toward her, you follow.
<<run setup.Items.get("sidearm_ammo").quantity -= 4>>\
<<run $CommonZombieKill += 4>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 6>>\
Turning the doorknob, you step out of the way as the zombies leaning against it surge forward, the one in the front falling as the others slowly shift their attention to you.
You never hesitate, you bring one foot down, pinning the zombie to the ground while you take aim at the ones behind it.
The pistol bucks in your hand as you shoot the closest zombie in the head, and before it can even start to fall you are already taking aim at the second.
Two rounds later the second zombie starts to fall as well.
Then you're adjusting aim to the zombie at your feet, firing a single round into the back of its skull.
At the same time, Akane steps past you into the doorway. The shotgun roars as she pulls the trigger. When she fires a second shot, it somehow doesn't sound quite as loud.
Then she's pivoting in the other direction and you're in motion, surveying the carnage she just created in the hallway and putting two rounds into the only zombie still standing before it goes rigid and falls.
Akane's shotgun booms behind you.
<<talk "akane">>This way.<</talk>>\
It never crossed your mind to do anything but stick with her, and with a single glance toward her, you follow.
<<run setup.Items.get("sidearm_ammo").quantity -= 5>>\
<<run $CommonZombieKill += 4>>\
<<else>>\
Yanking the door open, you stumble out of the way as the zombies leaning against it surge forward, the one in the front falling as the others slowly shift their attention to you.
It takes a half second for you to regain your composure. You fire three rounds at the zombie on the ground.
At the same time, Akane pulls the trigger of the shotgun reducing the next two zombies to mangled meat and spattering you with gore.
By the time you adjust your aim toward the door, Akane is already stepping through it.
The shotgun roars as she pulls the trigger again, followed quickly by a third blast.
Then she's pivoting in the other direction and you're in motion, surveying the carnage she just created in the hallway and putting four rounds into the only zombie still standing before it finally goes rigid and falls.
Akane's shotgun booms behind you.
<<talk "akane">>This way.<</talk>>\
It never crossed your mind to do anything but stick with her, and with a single glance toward her, you follow.
<<run setup.Items.get("sidearm_ammo").quantity -= 7>>\
<<run $CommonZombieKill += 2>>\
<</if>>\
You move quickly through the police station, Akane taking out zombies the moment they come into view.
By the time you reach the armory, you can barely see in the deep shadows of the police station's lower levels.
<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
When Akane reaches into her pocket, she seems oblivious to anything but the armored door in front of her. Because of that, you see the danger before she does.
<<talk "player">>Duck.<</talk>>\
There's no hesitation, she moves so quick that it's like an extension to your thoughts.
As a result, she gives you a clear shot at the zombie on the other side of the grate.
The sound of the gunshot sounds small after hearing the shotgun used repeatedly in the last few minutes.
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
Akane reaches for her pocket, then leans close to the armored door before her. Because of that, you see the danger before she does.
<<talk "player">>Duck!<</talk>>\
There's no hesitation, she moves so quick that it's like an extension to your thoughts.
As a result, she gives you a clear shot at the zombie on the other side of the grate.
You take a second to line up your shot, before pulling the trigger. The sound seems small after hearing the shotgun used repeatedly in the last few minutes.
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
Akane reaches for her pocket, then leans close to the armored door before her. The door starts to swing open before you even see the shadow on the other side..
<<talk "player">>Look out!<</talk>>\
There's no hesitation, she moves so quick that it's like an extension to your thoughts.
As a result, she gives you a clear shot at the zombie as it looms in the doorway.
Frantic, you pull the trigger, firing three rounds center mass before adjusting aim toward it's head. A fourth shot misses all together before the fifth finally strikes it almost perfectly between the eyes.
Your ears ring from firing the gun in such close quarters so many times.
<<run setup.Items.get("sidearm_ammo").quantity -= 5>>\
<</if>>\
Shotgun leading the way, Akane steps through the door, pausing as she scans the space for potential threats before finally starting to relax.
Closing the door behind yourself, you follow Akane's lead as she starts to unlock cabinets and gather up the weapons inside.
By the time you're both done, you have four large duffel bags filled. The one over your shoulder cuts sharply into your shoulder and the one in your hand seems intent on dragging you to the ground.
You struggle to keep up with Akane as she leads the way, and you can't help but marvel at how good of shape she's in.
<<talk "thought">>If she was any faster, I wouldn't be able to keep up.<</talk>>\
She barely even slows as a you both round a corner and see a zombie milling in the hallway. Akane simply raises the shotgun in her hands and with a single pull of the trigger reduces it's head to bone and gore splattered along the hallway.
It quickly becomes obvious that you're not leaving the police station the same way you entered, but trusting Akane, you follow without question.
When the two of you enter the parking garage, you realize what she's hoping to find transportation for the ride home. A quick scan of the parking garage makes it clear that half of the vehicles, perhaps more are missing, but the remainder sit neatly in their stalls.
A sense of relief washes through you as you realize you aren't going to have to carry the duffels home.
She doesn't stop at the first police car, the second, or even the fifth. At the next to last car in line.
Akane barely breaks stride as she ducks down, reaching under the front bumper and producing a little magnetic box that she slides open to reveal a set of keys.
Then she's stepping to the back of the vehicle and opening the trunk where she drops the two duffels she is carrying inside. As soon as she does so, she rubs one shoulder and looks toward you.
<<talk "akane">>Holy crap those were heavy. It was everything I could do to stay ahead of you so you couldn't run me over.<</talk>>\
You're too tired and sore to tell her the truth, so instead you drop your duffels in the trunk with the others and weakly close the lid.
Before you can get in the passenger side, you can hear the vehicle turning over, struggling to start until the engine suddenly rumbles to life.
Putting the vehicle in gear, the tires chirp as she pulls out of the parking stall, then squeal as she slams on the gas and crashes through the wooden barricade blocking the path to outside.
A minute later, the vehicle is racing down the street, Akane dodging most of the zombies as the two of you make your escape.
Looking at Akane, you find her grinning, a second later your own lips curl into a matching smile.
<<talk "akane">>Always wanted to drive through a barricade like that.<</talk>>\
You can't help but laugh.
[[Next.|Armory Fetch Quest 2 Resolution]]You're nearly back to your settlement when Akane speaks again.
<<talk "akane">>Next time we do something like that, we go in with a better plan.<</talk>>\
You lift one eyebrow at her, only half joking as you reply.
<<talk "player">>You had a plan?<</talk>>\
Akane shoots you a hard look that quickly vanishes as she laughs.
<<talk "akane">>I deserved that. I thought we'd be able to just sneak inside, take what we wanted, then leave.<</talk>>\
Not long after, you're helping Akane unload the police car before she excuses herself to inventory what you were able to take.
[[End|$location]]
<<run $CounterContainer.Armory = 2>><<run $Settlement.armoryRangedWeapons += 10>><<run $player.addFlag("rangedUpgrade3")>>\ArmorAmmoFirst scene would trigger from settlement.
First scene would become available after the mother stuff for Akane. After the potential rape scene. ($akane.relationship gte 4)A little smile tugs at your lips as Akane vanishes into her bedroom, only to return a couple of minutes later wearing a red kimono and a shy expression.
Raising a single finger, she beckons for you to follow.
You never even hesitate.
The second you are through the doorway, Akane motions to the bed, not quite making eye contact.
Your eyes move between the bed and Akane, noticing the way her blush darkens her chest, which in turn makes you intimately aware that she may be wearing nothing underneath.
There's the soft sound of fabric moving behind you, and a glance over your shoulder reveals the kimono pooled around Akane's ankles.
Before you can react, she steps forward, her bare breasts pressing against your back as she embraces you. Her hot breath is warm against your back even through your shirt.
She wastes little time however, her movements leading her hands to your pants until you feel them loosen and shift to hang from your hips. Then her hands drift upward, under your shirt, and then up over your head as you raise your arms.
Not trusting gravity to finish the job, her hands then slide down your naked chest to your hips where she pushes your pants down the rest of the way. This time when her breasts press against your back, it is bare skin against bare skin, the pillowy soft flesh seems ready to meld with your back.
For a while, she holds you like that, then she turns you toward her and kisses you on the lips with a light but lingering kiss.
She barely even has to apply pressure to make you fall back onto the bed, landing in a sitting position.
Her eyes dart down to your manhood, then she blushes and looks away quickly. You can see clearly her efforts to reconcile what she is about to do with her traditional upbringing.
Falling to her knees in front of you, she does a little shimmy to adjust her position.
With both hands, Akane reaches out to touch your penis, both hands on your shaft at first, then sliding one down to gently cup your balls in the warmth of her palm. You feel your eyes roll back slightly as she begins to stroke your cock with her other hand.
She hesitates for a long moment, seeming to build her courage before leaning forward.
Her lips against your sensitive flesh brings a sigh to your lips, and a self conscious smile to hers.
You see her swallow, then part her lips before accepting just the head of your cock into her mouth.
A little sigh of pleasure escapes your lips as her tongue brushes across your cockhead, that sigh becoming a pleased groan as she takes more of your length into her mouth.
There's a sort of reverence in her movements, adoration in her eyes and worship in her touch. Even the little smiles that grace her lips when she causes you to moan speak of the way she feels about you.
It takes a while, but eventually she relaxes enough to enjoy herself, her lips gliding across your member wetly as her head bobs up and down in your lap.
There's no urgency in her movements, but there's something about the tender and loving way she moves that drives your lust higher by the second.
Focusing on the sensations, you watch her expressions as she sucks your cock, clearly enjoying the experience as she does so.
Her cheeks hollow as she pulls back, her tongue sliding along the underside of your member as the hand cupping your balls tightens almost imperceptibly.
Moaning between clenched teeth, you feel yourself teeter on the edge for a full second before you begin to cum.
Akane's lips slip free of your member, but you don't see whatever she does next as you close your eyes, your head tilting back while you savor the moment.
You're just starting to come down from your orgasm when you feel Akane crawl up onto the bed beside you, snuggling into your side.
One of her legs drapes over yours and one hand comes to rest against your chest. Her lips feel soft against your shoulder as she kisses it.
Both of you sigh happily, only a fraction of a second apart, enjoying the warmth of the other.
<<talk "akane">>My favorite part is the expression on your face when I did that.<</talk>>\
Her voice is soft, filled with a hint of amusement.
For a while longer, you lay like that. The worries of the world fading away for a short while before you finally decide it's time to get up.
[[End.|$location]]
<<run $akane.oralSexGiven += 1>><<run $player.oralSexRecieved += 1>><<run $akane.oralCreampiesRecieved += 1>><<run $player.oralCreampiesGiven += 1>>Not a word is shared between you as Akane takes your hand. It's clear that her desires mirror your own.
As you follow her, you find your eyes drifting up and down her body, admiring her curves.
Then she turns toward you, her eyes so close you barely even notice the bedroom around you. Her breath is hot against your lips, then it's not her breath but her lips against yours as she kisses you.
She presses herself against you, seemingly wanting to press every part of herself against you at once.
Your hands find her ass, causing her to buck against you, a sigh escaping her lips as she breaks your kiss to breathe.
One second to the next, you're each reaching for your clothes, each of you trying to watch the other disrobe while equally intent to discard your own clothing.
The second you step out of your pants, Akane jumps at you, throwing her legs around your hips as her arms encircle you.
Her weight combined with the force of her tackle staggers you, causing you to stumble several steps before regaining your balance.
All the while, she laughs and rains little kisses all over your face.
You grab her ass with both hands, coaxing a playful yelp from her lips as your eyes seek out the bed. The instant you see it, you start to stumble toward it.
Akane's heels dig into your ass, the heat of her sex pinning your cock against your belly. She moans into your ear as she sucks your earlobe between her teeth.
The look on her face as you drop her onto the bed, her eyes widening, arms and legs splaying wide, is almost enough to make you laugh. Then she grins as she bounces, her arms outstretched toward you.
[[Fuck her.|Akane Missionary 1a]]
<<if $player.inventory.includes('condom') and setup.Items.get('condom').quantity gte 1>>[[Fuck her with a condom.|Akane Missionary 1b]]<<else>><span class = "inactive"><<link "Fuck her with a condom. (You are currently out of condoms.)">><</link>></span><</if>>\Wasting no time, you crawl onto the bed. There's excitement in Akane's eyes as she starts to squirm toward the head of the bed playfully staying just out of your reach.
As she reaches the head of the bed, you grab her legs, pulling her back toward you. She squirms, kicking and thrashing, but you can't mistake the look on her face as anything but excited. Her playful attempts at escape end the moment you have her pinned beneath you.
Akane's eyes search yours, a little smile on her lips. Then you feel her legs encircle your middle, pulling you toward her urgently.
Her breath catches as your cock brushes her slit, then becomes a sigh as your length slides along her sensitive folds.
A single thrust along her moist tells you that she's ready.
Pulling back, you start to angle your hips in search of her opening, but she has other ideas. Akane's hand finds your member, and without breaking eye contact she guides you to her eager hole.
Her eyes flicker away from you as she blushes so hard you can see not only her cheeks, but her neck and chest flush as well.
You can't help but smile at the contrast of embarrassment and eagerness.
As you slide inside, Akane clings to you, a faint tremor going through her body as you bottom out inside of her.
She rocks her hips, her heels digging into your ass to prompt you into motion. Within seconds, you're fucking her in long powerful strokes that fill the air with wet slapping sounds.
The look on Akane's face is bliss, her lips seeking yours in a hazy fog of pleasure.
You move in near perfect unison, each of your bodies anticipating the needs of the other and acting accordingly.
Her vagina clings to your cock, rippling around your member as nature demands your seed.
Then you feel it, the first telltale signs of an inevitable orgasm. The ache in your balls stretching to your belly, your cock swelling and throbbing.
[[Cum inside.|Akane Missionary 1c]]
[[Pull out.|Akane Missionary 1d]]
<<if $player.hasSexed($akane) is false>><<run $akane.maleSexualPartners += 1>><<run $player.femaleSexualPartners += 1>><<run $player.addFlag("sexedAkane")>><</if>>\Quickly fishing a condom out of your pocket, you tear it open with your teeth before rolling it onto your member. Your cock stretching the bright pink wrap making Akane smirk.
Wasting no time, you crawl onto the bed. There's excitement in Akane's eyes as she starts to squirm toward the head of the bed playfully staying just out of your reach.
As she reaches the head of the bed, you grab her legs, pulling her back toward you. She squirms, kicking and thrashing, but you can't mistake the look on her face as anything but excited. Her playful attempts at escape end the moment you have her pinned beneath you.
Akane's eyes search yours, a little smile on her lips. Then you feel her legs encircle your middle, pulling you toward her urgently.
Her breath catches as your cock brushes her slit, then becomes a sigh as your length slides along her sensitive folds.
A single thrust along her moist tells you that she's ready.
Pulling back, you start to angle your hips in search of her opening, but she has other ideas. Akane's hand finds your member, and without breaking eye contact she guides you to her eager hole.
Her eyes flicker away from you as she blushes so hard you can see not only her cheeks, but her neck and chest flush as well.
You can't help but smile at the contrast of embarrassment and eagerness.
As you slide inside, Akane clings to you, a faint tremor going through her body as you bottom out inside of her.
She rocks her hips causing the condom to make a little crinkly sound, her heels digging into your ass to prompt you into motion. Within seconds, you're fucking her in long powerful strokes that fill the air with wet slapping sounds.
The look on Akane's face is bliss, her lips seeking yours in a hazy fog of pleasure.
You move in near perfect unison, each of your bodies anticipating the needs of the other and acting accordingly.
Her vagina clings to your cock, rippling around your member as nature demands your seed. Part of you wonders if she's clinging tight enough to pull the condom free, but you push the thought away as you look down and see it still firmly in place.
Then you feel it, the first telltale signs of an inevitable orgasm. The ache in your balls stretching to your belly, your cock swelling and throbbing.
You slam balls deep right as you release a thick load of cum inside of her depths. The condom bloats around the head as you start to fill it.
At the same time, you feel her pussy ripple, her cervix eagerly kissing the tip of your cock as Akane trembles in the throes of bliss beneath you.
Pulling back, you can feel her pussy clinging dangerously to the condom around your shaft. You slam forward again right as a second blast fires into her depths.
Her heels find your ass just in time to pull your hips tight against hers as you twitch inside of her again.
She clings to you a little longer, savoring your closeness as you slowly soften inside of her.
The condom feels loose around your member as you finally start to withdraw.
[[Next.|Akane Missionary 1e]]
<<run setup.Items.get("condom").quantity -= 1>>\
<<if $player.hasSexed($akane) is false>><<run $akane.maleSexualPartners += 1>><<run $player.femaleSexualPartners += 1>><<run $player.addFlag("sexedAkane")>><</if>>\You slam balls deep right as you release a thick load of cum inside of her depths.
At the same time, you feel her pussy ripple, her cervix eagerly kissing the tip of your cock as Akane trembles in the throes of bliss beneath you.
Pulling back, you slam forward again right as a second blast fires into her depths.
Her heels find your ass just in time to pull your hips tight against hers as you twitch inside of her again.
She clings to you a little longer, savoring your closeness as you slowly soften inside of her.
[[Next.|Akane Missionary 1e]]
<<run $akane.sexAttempt($player)>><<run $akane.cumFilledAttempt("vaginal", $player)>>\Pulling back, your cock springs free of her hole just in time to send a long thick jet of pearly white cum arcing through the air.
By the time your cock jerks a second time, the first strand of cum is reaching the apex of its flight.
Beneath you, Akane's eyes are wide, fixated on the cum flying through the air as it breaks into droplets upon its descent.
Taking hold of your cock, you aim the third and fourth blast at her belly before the final few droplets sprinkle onto her thighs.
Leaning back, you rest on your heels as you admire the view of her body sprinkled with your seed.
[[Next.|Akane Missionary 1e]]You lay side by side for a long while, her hand finding yours and interlacing her fingers with your own.
Looking over at her, you can see the content expression on her face, an expression that becomes a shy sort of smile as she looks over at you in turn.
When you finally do get up, you clean yourself up as best you can, then start the search for your clothing.
You're only mildly surprised to find Akane fully dressed before you can get your pants on.
Akane steps close to you, then kisses you full on the lips before pulling back again.
<<talk "akane">>I love you.<</talk>>\
There's a spring in her step, and a little smile on her face as she slips away.
[[End.|$location]]<<set setup.events.akaneSex = [
{
requires: 'true',
chance: 100,
link: "Akane Missionary 1"
},
{
requires: 'true',
chance: 100,
link: "Akane Blowjob 1"
}
]>><<set setup.events.raiderFightEvents = [
{
requires: 'setup.Items.get("longarm_ammo").quantity gte 1 and $player.bodySlotWeapon is "rifle"',
chance: 100,
link: "Raider Fight Longarm 1"
},
{
requires: 'setup.Items.get("longarm_ammo").quantity lte 0 and $player.bodySlotWeapon is "rifle"',
chance: 100,
link: "Rifle Click Raider 1"
},
{
requires: 'setup.Items.get("sidearm_ammo").quantity gte 1 and $player.bodySlotWeapon is "pistol"',
chance: 100,
link: "Raider Fight Sidearm 1"
},
{
requires: '$player.bodySlotWeapon is "axe"',
chance: 100,
link: "Zombie Fight Axe 1"
},
{
requires: '$player.bodySlotWeapon is "baseball_bat"',
chance: 100,
link: "Zombie Fight Baseball Bat 1"
},
{
requires: '$player.bodySlotWeapon is "machete" or $player.bodySlotWeapon is "badass_machete"',
chance: 100,
link: "Zombie Fight Machete 1"
},
{
requires: 'setup.Items.get("sidearm_ammo").quantity lte 0 and $player.bodySlotWeapon is "pistol"',
chance: 100,
link: "Pistol Click Raider 1"
},
{
requires: '$player.bodySlotWeapon is "sledgehammer"',
chance: 100,
link: "Raider Fight Sledgehammer 1"
},
{
requires: '$player.bodySlotWeapon is "nothing"',
chance: 100,
link: "Raider Fight Fists 1"
}
]>><<set $random to random(1,5)>>\
<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
Taking a knee, you bring your rifle to your shoulder. One eye drifts closed as you sight down the barrel. Your lips part and you exhale slowly as you pull the trigger.
The raider's head snaps back with such force that you're convinced you broke their neck in addition to the bloody hole where their eye just was.
With a fluid movement, you bring the rifle to bear on the second raider.
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>
<<if setup.Items.get("longarm_ammo").quantity gte 1>>
There is no hesitation, no thought, the action comes so naturally that it is as if it was preordained.
The rifle kicks as it fires its projectile, this time your bullet hitting its target in the chest.
For a second, you aren't sure you killed the raider. They look down, touch their chest, then sag to one knee as you see the first hint of blood on their shirt.
Then they sort of lean to the side before collapsing to the ground.
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
<<else>>
//Click!//
The raider's grin is unkind as they rush you.
Rising to your feet, you flip the rifle around in the same motion. Then with all of your strength, you slam the butt of the rifle into the raider's face.
They stagger, barely staying upright.
You slam the rifle into the raider's face a second time, this time there's a gun churning crunch and the raider goes down in a heap.
Not taking chances, you smash them in the face three more times before you're convinced they will never get up again.
<</if>>\
Taking a deep breath to calm your nerves, you turn to the bodies to search them for anything you might be able to use.
You found:
<<include "Raider Loot">>
\
<<set $CommonRaiderKill += 2>>
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
Seeing that you have time, you kneel and take aim. Your rifle kicks as you pull the trigger, the retort filling the air just a fraction of a second before you see the raider jerk from the impact.
The second raider hits the deck, clearly unprepared to be shot.
Almost as soon as they go to ground, you lose track of them.
The next few minutes turns into a game of cat and mouse, with the raider appearing and disappearing far too quickly to take proper aim at, and you moving in an effort to get a shot.
Eventually you lose sight of them all together, and realizing that the raider has made their escape, you withdraw before they can return with friends.
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
<<set $CommonRaiderKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
Your rifle comes up in a well practiced move that leaves the stock nested against your shoulder and the business end of the weapon aimed almost directly toward the nearest raider.
The rifle kicks, feeling like a firm punch to the shoulder, and the raider does down with a hole in their chest.
Pivoting you see the second raider diving for cover.
<<talk "raider">>Don't need no trouble! Just let me go?<</talk>>\
Before you can reply to the clear mockery, a gunshot rings out from where the voice is speaking from, followed by laughter.
The next few seconds are a blur, laughter and threats trading out for begging for mercy until you hear others entering the area.
You can tell that the odds are shifting, the one raider becoming a group, and after the next gunshot fired wildly in your general direction you start to run.
One more shot rings out, but you hear it hit something far to your side, leaving you fairly confident the shooter doesn't know where you are.
It's not until your sides ache that you risk a look back, and seeing no sign of the raiders, you allow yourself to slow.
<<talk "thought">>At least there's one less of them to contend with in the future.<</talk>>\
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
<<set $CommonRaiderKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
You reach for your pistol as one of the raiders does the same. In the seconds that follow, everyone is hitting the deck, the raider firing one wild shot in your general direction while the other raider armed only with their melee weapon tries to get closer without the risk of being shot.
Then you have an uneasy feeling surge through you, spurring you to move just a fraction of a second before a bullet whizzes through the space you just vacated.
The next few seconds are a blur, the melee raider seems to come from nowhere. Your gun snaps up and it kicks in your hand, the bullet catching the raider full in the chest.
Another gunshot, followed by the sound of someone moving, though you can't place exactly where from.
Knowing that you're at a severe disadvantage, you start to withdraw.
You make it about half way to safety before you hear another gunshot ring out, but the sound and distance hint that maybe the gunman is shooting at someone, or something, . . . that isn't you.
Risking only a single glance back, you see no sign of the second raider as you slip away from the area.
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
<<set $CommonRaiderKill += 1>>\
<<else>>\
Your rifle comes up, still seeking your target when you hear the first gunshot. The powerful tug at your side tells you that you're hit, but not how badly.
Then you center on one of the raiders, pulling the trigger and hearing a shout in response.
The retort of your rifle makes your ears ring, but while you see the raider you just show go down, you see them quickly pop back up again, their hand on their side protectively as they make a hasty retreat.
Seeing their companion shot and withdrawing, the second raider joins the first as they flee the scene.
Not wanting to risk that they'll return, you fall back in the opposite direction until you are reasonably safe before you give your own injury a serious look.
<<includeevent setup.events.armorArrayBl>>
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
<</if>>\<<set $random to random(1,5)>>\
<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
Your pistol comes up in the blink of an eye, then a loud bang fills the air.
The nearest raider's forehead blossoms a red star as the bullet enters their skull.
<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>>\
\
<<if setup.Items.get("sidearm_ammo").quantity gte 1>>\
Then as if the whole world is moving in slow motion, you adjust your aim, centering on the second raider and pulling the trigger in a single fluid motion.
Once again, the sound of the pistol firing fills the air, the raider having just enough time to look at the new hole in their chest before slumping to the ground.
<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>>\
<<else>>\
Knowing that was your last bullet, you step into the second raider's charge, pistol whipping them in the process.
They stagger but don't go fully down.
You pivot, kicking the raider in the side of the knee, you feel cartilage give way.
In an adrenaline fueled moment, you follow the raider down, grabbing their head and slamming it into the ground with every bit of strength you have.
The raider's face meets the ground with an audible crunch before growing still.
<</if>>\
Your gaze drifts over the two dead raiders, then to your surroundings to ensure you are in no further immediate danger before turning to loot the bodies.
You found:
<<include "Raider Loot">>
\
<<set $CommonRaiderKill += 2>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
Pistol snapping up into the ready position, both hands on the handle, you take aim at the first raider. The gun kicks in your hands, but your firm grip holds your aim true.
The first raider is still falling as you pivot your aim to the second raider.
Unfortunately, the raider has already ducked for cover and you quickly lose sight of them.
Your own instincts suggest that you should seek cover too, instincts that you heed just in time.
A gunshot, you don't see where from, cuts through the space you were just in.
<<talk "thought">>Crap, that came from too far away. There's a third raider I didn't see.<</talk>>\
The gravity of your situation spurs you to motion, your footsteps drawing you from hiding place to hiding place, each bit of cover becoming a little more distance from the raider.
It's not long before you're well away from the scene, and with a wary inspection of your surroundings, you see no sign of further danger.
<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>>
<<set $CommonRaiderKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
One of the raiders moves to flank you, the other unslinging a rifle from their shoulder.
You prove faster, taking aim and firing at the closer raider. With a narrow miss, the raider dives for cover.
The second raider finally brings their rifle into firing position and snaps off a shot before taking proper aim. You aren't sure what they're shooting at, but the shot goes nowhere near you.
Even so, you don't want to give the rifleman a second chance, so you dive for cover.
The seconds tick on, quickly becoming minutes. Then there's a scuffle from not far away that sounds like one of the raiders dispatching a zombie.
Then silence reigns again as you stealthily move from hiding place to hiding place.
Eventually, you risk a glance, but see no sign of either raider.
Wary, you choose to withdraw, careful not to draw any unwanted attention to yourself as you do so.
<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
Your pistol snaps up into the firing position as the closest raider charges. You center your shot, pulling the trigger before they can take a half dozen steps.
For a horrible moment, you think you missed, but then their footsteps become uncoordinated, blood frothing at their lips before they can close half the remaining distance.
Yet their momentum carries them forward, their arms still moving as they prepare to take a swing intended to end your life.
Their attack catches you in the shoulder, staggering you even as the raider finally stumbles and crashes to the ground.
Moving quickly, you try to put more distance between you and the raider still coming, wary of if the downed raider might regain his feet.
The second raider slows, their eyes wary as they find cover near their fallen companion.
You take a few more steps back, then notice the raider take hold of their partner's arm to pull the now limp figure behind cover. But you can see from the frothy blood at the raider's mouth that they're as good as dead.
<<talk "thought">>Raider's going to be enraged when they realize I killed their friend.<</talk>>\
While the second raider is focused on their companion, you search for a way to get a clear shot at the uninjured raider, and lacking that you withdraw from the area.
<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>>\
<<set $CommonRaiderKill += 1>>\
<<else>>\
Your gun hand snaps up, pistol aimed toward the nearest raider. In spite of your reflexes, the charging raider proves faster.
The raider's attack catches you full in the side even as your shot goes wide.
Nearly doubling over, you notice the second raider rapidly approaching as well, pulling their own pistol from beneath their jacket.
In a moment of panic, you stagger away in spite of the pain, keeping the gun pointed at the pair as best you can to ward them off as you withdraw.
The raider with the gun seems unsure if they want to pull the trigger or not, and the other seems uninterested in getting too close again.
A minute later, the standoff ends as you lose sight of the pair.
<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>>\
<</if>>\<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>You close the distance with the raiders before either have time to react. A two handed swing catches the first raider in the jaw with a bone crunching impact that takes them off their feet.
Pivoting, you catch the second raider in the wrist right before they can land their own blow on you. The impact isn't enough to disarm them, but it deflects their attack buying you a second longer to react. I second you use to catch them across the spine with a swing that sends them sprawling.
When they hit the ground, they start to roll over, but you don't give them a chance. Placing one foot on the small of their back, you swing several times, each swing impacting with their skull until they stop moving.
Breathing heavily from exertion, you glance around once to ensure you're alone before moving to loot the bodies.
You found:
<<include "Raider Loot">>
\
<<set $CommonRaiderKill += 2>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>Your baseball bat swings in a wide arc, causing one raider to instinctively step back. You use the opening created to rush that raider, catching them full in the chest with the baseball bat right before you feel something move past your face so close it makes you flinch.
You pivot, dropping low as you bring the bat around and catch the second raider in the side of the knee.
As the second raider goes down, you take another swing at the first. They raise their arms to ward off the attack, but all it accomplishes is that you break both arms with your first swing. They scream in pain, a scream that ends prematurely as you bring a two handed swing down on their head with enough force to cave in their skull.
Not waiting to see the first raider collapse, you pivot back to the second where you see them just getting back to their feet.
There's a flickering moment where you consider mercy, but deep down you know full well that this person will only go on to hurt or even kill other survivors if you do so.
The first swing catches the raider in the chest, so does the second, and the third.
You feel your lip curl in distaste as you move away from the bodies.
<<set $CommonRaiderKill += 2>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>Bracing yourself, the two raiders rush you at once. You easily deflect the first attack only to take the full brunt of the second.
Staggering a step, you take note of where both raiders are and in spite of the pain from being hit, you still bring the baseball bat up with every ounce of strength. The bat connects with the bottom of one raider's jaw with enough force to snap their head back at an impossible angle.
Then the other raider is moving to your side and you barely manage to raise your bat in time to deflect their attack.
Within seconds, you find yourself fully on the defense, barely staying ahead of the savage attacks the assailant rains down upon you.
The raider you downed already makes a loud gurgling sound, both you and the other raider glances toward the new zombie as it starts to flail around on the ground, attempting to stand in spite of its damage.
Realizing that the raider you are fighting has the upper hand, and just as certain you won't have another chance to escape, you quickly withdraw.
With a cold glance, the raider looks at you, then back at their former companion, and without a single spoken word you both know you're free to go if you don't attack.
Without a second thought, you do exactly that, putting as much distance between you and the raider as possible before slowing.
<<set $CommonRaiderKill += 1>><<includeevent setup.events.armorArrayBl>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>Rushing the two raiders, one stands their ground while the other falters.
Not hesitating in the least, you catch the first raider in the hip with the baseball bat, then bring it around just in time to hit them full in the head with a second strike right as they hit the ground.
The rest of the second raider's resolve gives way and in an instant they're in a headlong rush to escape.
Instinct kicks in and you find yourself chasing the figure before you realize that they are easily out pacing you.
You slow, then stop, letting your eyes scan the area for any sign of more raiders before slipping away before the second raider can return with friends.
<<set $CommonRaiderKill += 1>><<else>>Preparing to defend yourself, you are alarmed to notice that both raiders move in unison to try outflanking you. A second later you find yourself desperately trying to defend yourself.
At first, it's a glancing blow here and there, each one weakening you a bit more than the last, until you're convinced that the pair is just toying with you now.
Then there's the sharp bite of a blade sobering your thoughts.
With a rush of adrenaline, you go on the offensive, your fear and rage fueling your assault until both figures start to fall back.
Thankfully, they decide they've had enough before your energy starts to give out. Both figures back off, then shift to a full retreat as you're left panting in their wake.
<<includeevent setup.events.armorArrayC>><</if>>\<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>In a movement so swift that you don't even have time to consciously make the decision, the blade of your machete flashes out, catching the first raider across the throat before they even have a chance to react.
The second raider's arms start to come up, almost as if in slow motion. The snarl on their face slowly morphs into a look of surprise, followed by pain as their gaze moves downward.
Your own gaze follows theirs, only to find your machete thrust through their chest.
Slowly, the second raider slumps even as the first still holds both hands to their throat as blood oozes around their fingers.
Wiping the machete off on the second raider's clothes, you start to search the body before the other raider even finishes dying.
You found:
<<include "Raider Loot">>
\
<<set $CommonRaiderKill += 2>>
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>As the two raiders close the distance between you, you quickly sidestep as they move into attack range. You feel your machete catch one raider across the stomach even as their own attack misses you by inches.
Meanwhile, your sidestep has place the now injured raider between you and their companion, giving you more than enough time to dispatch the first raider with a slash at their neck before the second can do anything about it.
Now enraged, the second raider roars and charges, but their anger overrides their common sense and they leave them self wide open to your own attack. Your machete catches them in the throat before they can follow through with their own attack. They stumble, slow, then sag to their knees while grasping at their throat in a futile effort to stem the flow of blood.
Then it's over as you wipe your weapon off on one raider's pant leg while watching your surroundings for any further sign of danger.
<<set $CommonRaiderKill += 2>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>When you swing at the closest raider, they deftly sidestep the reach of your machete. Then you pivot, narrowly missing an attack from the second raider.
From your side, the first raider slams into you with bruising force, staggering you before you can bring your machete up, cutting them across the shoulder before they can dance out of your reach again.
Then you're facing off with the second raider, each of you looking for an opening that seems just a little beyond your reach until finally you thrust the machete like a rapier, slipping the blade between the raider's ribs.
The raider looks surprised, slipping free of the blade as they take a step back.
That surprise turns to confusion as blood darkens the front of their shirt. You notice their gaze shift to your side where you see their companion clutching their own injury.
A second later, the raider pitches forward, followed by the sound of the surviving raider scrambling to retreat.
You watch the raider go, your own pains demanding more of your attention than the raider does.
<<set $CommonRaiderKill += 1>><<includeevent setup.events.armorArrayBl>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>The pair of raiders advance toward you cautiously, then at the last possible second attack.
You narrowly avoid the first attack, then slash out catching one raider across the face. There's a scream from your victim, then the other raider is running, yelling for backup.
Knowing your time is short, you stab the injured raider twice before turning to retreat before more raiders can arrive.
<<set $CommonRaiderKill += 1>><<else>>Before you can bring your machete to bear, one of the raiders catches you with a slashing blow across the chest.
As quick as that, you're on the defensive, fighting a running retreat until you are able to out distance the two raiders.
Either from lack of interest, or because you're faster than they anticipate, they quickly give up the chase so you can make your escape.
<<includeevent setup.events.armorArrayC>><</if>>\<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>Charging, you see the first raider's eyes widen right before your axe buries itself in their skull.
But you aren't done, you never slow down, kicking off the ground, your next step catches them square in the chest and shoves with all your might. The axe head exits the raider's body with a crimson arc of gore that would make a slasher flick proud, then your foot touches the ground right as the second raider's weapon comes to bear.
Using your momentum, you hook their weapon with your axe, slapping it to the side and careening through the air.
With both hands on the handle, you pull the axe toward you just as you rush past the second raider, the blade catching just below their ribs and your momentum pulling them fully off their feet.
Finally coming to a stop, you look to your side where the raider is laying on their back, wheezing and gurgling as they stare wide eyed at you.
Raising the axe in a two handed swing, the light goes out of their eyes as you bury the blade of the axe in their face.
Realizing that you likely have a few seconds before you need to worry about reinforcements, you quickly search the bodies.
You found:
<<include "Raider Loot">>
\
<<set $CommonRaiderKill += 2>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>The raider nearly brings their weapon to bear before you catch them in the side of the neck with your axe.
At almost the same instant, you feel a tug at your shirt where the second raider nearly hits you.
Your thoughts sobered by the close call, you pivot and bring the axe around, catching the second raider in the shoulder with a powerful blow that nearly severs their arm.
Their scream of pain is short lived before you're able to swing your axe again, splitting their skull in the process.
You spend a second surveying the fresh carnage around you, then realizing that the earlier scream will likely draw unwanted attention, you slip away before you can be noticed.
<<set $CommonRaiderKill += 2>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>Clearly experienced, the two raiders move to opposite sides, forcing you to choose one to face off against.
You turn partially toward one, keeping half your attention on the other.
The first raider feints, and sensing that you're being baited, you bring your axe around in the opposite direction of the first raider, catching the second raider who was trying to slip in behind you in the ribs.
An unkind smile tugs at your lips as you rip the axe from their ribs.
Then there's a lancing pain in your side as the first raider takes advantage of your attack on their partner.
You manage to bring your elbow up just in time to feel a sickening crunch as you break their nose.
Barely paying the second raider any mind, you turn to the one who just tried to stab you. They stumble back a step, then another as you bring your axe up and over in an arc that bisects their skull. Not content with just braining the raider, you swing a second time right as they hit the ground, hitting them square in the chest and silencing their gurgling sound.
It takes you several heartbeats to catch your breath again, and with the pain in your side lingering, you turn back to the other raider, only to find them still, their skin turning an ashen color in death.
<<includeevent setup.events.armorArrayC>>
<<set $CommonRaiderKill += 2>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>The two raiders move together, making it clear in a heartbeat that you're outclassed in this situation.
Within seconds, you find yourself at a disadvantage, warding off their attacks with increasing difficulty.
Then you see your out, a zombie shambling in your general direction that neither of your opponents seem to have noticed yet.
You change your tactics, going on the offensive, driving the two raiders back at the cost of glancing blows until one suddenly cries out when they notice the zombie only a few feet from them.
In the confusion that follows, you hear the raiders take down the zombie, but you never look back as you outpace the raiders.
By the time you allow yourself to slow, you're breathing heavily, your eyes searching for threats but seeing none.
<<else>>You enter the fray swinging, but in a heartbeat your headlong attack turns into a defensive exercise as the pair attacks you with a flurry of blows that you're barely able to defend yourself from.
Then the whole world pitches sideways, your head swimming as one attack glances off your head.
A second later, you feel a blinding pain as one of them lands another blow.
You have just a second to realize that this may very well be your end before a commotion breaks out between the raiders.
Falling to one knee. you try to bring your axe up to defend yourself from an attack you are certain is coming, but it never does.
Instead, you can hear the sound of fighting moving away from you, and as your vision clears you see the raiders fending off twice as many zombies.
Scanning your surroundings in case those aren't the only threats, you start to stumble away in the opposite direction before the raiders can finish off the zombies and return their attention to you.
<<includeevent setup.events.armorArrayBl>>
<</if>>\<<set $random to random(1,5)>>\
<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>With a roar, you heft your sledgehammer and charge.
The raiders seem momentarily startled, allowing you time to close the distance.
With both hands on the handle, you swing the sledgehammer with all of the force you can manage, the head of the hammer catching the first raider in the chest with enough force to hurl them onto their back.
You snarl as you turn toward the second raider, the raider instinctively raising their arms into a defensive position as they stagger back.
Thankfully for them, they move out of your reach before you decide to take a second swing.
A rasping gurgle causes both you and the raider to look at the first raider on the ground, blood frothing at their lips and their chest cavity clearly crushed by the force of your blow.
That's all it takes to break the second raiders resolve. They turn and run as if the hounds of hell are baying at their heels.
Turning back to the first raider, you can see that they aren't long for this world, but that you should have plenty of time to search them for anything you can use before you have to kill them a second time.
You found:
<<include "Raider Loot">>
<<set $CommonRaiderKill += 1>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>With a loud yell, you heft your sledgehammer and charge.
The raiders seem momentarily surprised, allowing you nearly enough time to close the distance.
With both hands on the handle, you swing the sledgehammer with all of the force you can manage, the head of the hammer catching the first raider in the chest with enough force to hurl them onto their back.
You snarl as you turn toward the second raider, the raider's own attack catching you in the ribs.
Both of you stagger back a step, sizing up your counterparts, looking for an opening to attack
A rasping gurgle causes both you and the raider to look at the first raider on the ground, blood frothing at their lips and their chest cavity clearly crushed by the force of your blow.
You can see the second raider's resolve start to crumble as they take a step back, then another before his pace quickens. Every footstep taking him further away until he's in a headlong retreat.
Turning back to the first raider, you can see that they aren't long for this world. You glance one last time toward the second raider before leaving.
<<set $CommonRaiderKill += 1>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>With a loud yell, you heft your sledgehammer and charge.
The raiders seem momentarily surprised, then scatter from your headlong rush.
With both hands on the handle, you swing the sledgehammer in a wide arc through the space they just vacated, then a second swing nearly catches one of the raiders who tries to take advantage of the perceived opening the first swing created.
<<talk "raider">>The fuck is wrong with you? Swinging around a hammer like that?<</talk>>\
The two raiders exchange a look, and they must decide that you're not worth the trouble because they start to back away like it had been coriographed.
Letting a deep growl build at the base of your throat, you watch them both until they're far out of reach and still going.
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>Charging at the pair, they both dodge your unwieldy swing.
Then one darts toward your side, blade flashing as you feel their attack hit you in the side.
Unfortunately for your attacker, you bring your sledgehammer around just in time to hit them squarely in the hip. They go down with a grunt of pain.
The second raider seems to search for an opening, unease settling into their gaze with every passing second. Casting their companion a look that seems as much an apology as anything else, they start to back away.
Seeing the first raider try to move, you instinctively bring your sledgehammer around in a two handed arc that ends in the space between the raider's neck and shoulder, filling the air with a meaty crunch before going limp.
<<includeevent setup.events.armorArrayC>>
When you look up toward where you last saw the second raider, you see no sign of them.
Not wanting to be caught off guard or be outnumbered if the raiders have friends nearby, you decide it would be best to leave as well.
<<set $CommonRaiderKill += 1>><<else>>Charging at the pair, they both dodge your unweildy swing.
Then one darts toward your side to land a solid blow across your side.
Staggered, you quickly realize that your sledgehammer is too slow of a weapon against two quick opponents.
The second raider seems to realize the same thing as they dart in with their own attack which you narrowly dodge.
You do your best to keep both raiders in your field of vision while seeking a way to disengage.
They only take one step for every two that you take, allowing you to outpace them. When they're far enough away that you can't easily reach them, one of the pair pulls a walkie talkie from their hip.
<<talk "raider">>We're just around the corner. Found some jackass trying to loot the area. Could use a hand.<</talk>>\
You don't hear the reply, and don't stick around to try. Taking advantage of the space you have, you turn and run for everything you're worth.
For a couple of minutes, you can hear the sounds of pursuit, but even that dies down eventually as you find yourself in a place that seems safer for the moment.
The tightness in your side reminds you all too vividly of the hit you took a short while ago.
<<includeevent setup.events.armorArrayBl>>
<</if>>\
\
\
\
\<<set $random to random(1,5)>>\
<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>Charging the pair, your fist flashes out catching the first raider in the throat.
Then you're pivoting, narrowly dodging a swing from the second raider before your fist catches them in the gut.
Before the second raider can recover, your foot finds the side of their knee with a sickening crunch.
They go down with a scream.
As much from luck as from skill, you barely dodge the renewed attack of the first raider. Your hand snaps out, catching them by the wrist and twisting before dropping your full weight on their locked elbow.
You feel as much as hear the cartalige tearing in their elbow and shoulder.
Then your foot lashes out, catching the second raider full in the face before shoving the raider you're holding the arm of so they trip over their companion.
Pausing, you take the reprieve to catch your breath and reassess the situation. The raider you kicked in the face is laying unmoving on the ground. The one with the dislocated arm however is trying to scramble to their feet again.
Part of you is prepared to chase them but then you see the zombie behind them before they do.
Knowing you don't have a lot of time, you turn your attention to the second raider, quickly searching for anything of value while the screams of the other one lets you know that the zombie is still occupied.
You found:
<<include "Raider Loot">>
As the sounds of the dying man fade, you start to back away, knowing that the zombie will be looking for fresh meat as the raider's pulse stills.
<<set $CommonRaiderKill += 1>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>Charging the pair, your fist flashes out catching the first raider in the throat.
Then you're pivoting, taking a glancing blow from the second raider before your fist catches them in the gut.
Before the second raider can recover, your foot finds the side of their knee, sending them sprawling to the ground.
Your head suddenly swims as you take the full force of the first raider's attack, a solid blow to the side of your head.
<<talk "thought">>Can worry about the concussion later.<</talk>>\
As the raider approaches for the killing blow, your hand snaps out, catching them by the wrist and twisting before dropping your full weight on their locked elbow.
You feel as much as hear the cartilage tearing in their elbow and shoulder. The scream is piercing.
Then your foot lashes out, catching the second raider full in the face as they try to get up. Twisting, you shove the raider you're holding the arm of so they trip over their companion.
Pausing, you take the reprieve to catch your breath and reassess the situation. The raider you kicked in the face is laying unmoving on the ground. The one with the dislocated arm however is trying to scramble to their feet again.
Part of you realizes that with your head spinning, you'd never be able to catch them if they try to get away but then you see the zombie behind them before they do.
Knowing you don't have a lot of time before the zombie turns its attention on you, you move away as fast as you can, holding the walls for balance as the screams of the dying man become bloody gurgles behind you.
<<set $CommonRaiderKill += 1>><<set $player.health -= 1>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>Raising your hands to fight, the pair of raiders exchange a look, one of them laughing as they both raise their weapons.
It takes you only a fraction of a second to realize just how bad of an idea this is, your strategy going from confrontation to scrambling for your life in the time it takes for you to blink.
The next few seconds is you trying to keep some distance between you and the two raiders, at one point taking a solid hit to your side that you barely feel through your adrenaline.
Then you're free of their reach, your desperate dodges turning into a headlong run to get away.
You run until you can barely breathe, until you haven't seen any sign of the pair for a minute or more, before you finally have to stop.
<<set $random to random(1,2)>><<if $random is 1>><<includeevent setup.events.armorArrayBl>>
<<else>><<includeevent setup.events.armorArrayC>>
<</if>>Wary of the possibility that the raiders might follow, you start putting distance between yourself and where you last saw them until you start to feel safe again.
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>Charging the pair, you feel your fist make contact with the jaw of one raider right before you feel the other hit you in the gut so hard your breath leaves in an audible whoosh.
Meanwhile, the first raider staggers back, clearly disoriented by your punch.
More from luck than any skill, you avoid being hit by the second raider as you pivot toward them.
Both of you exchange half a dozen solid punches, your arms and ribs aching as you both stagger back a step to catch your breath.
It's only then that you notice that the first raider is back on his feet, they exchange a look, then start to withdraw with only half an eye on you.
A soft rattling moan from behind you makes you intimately aware of a new threat.
Turning toward the zombie, you realize that there are two of them, a third one a short distance behind them.
With zombies on one side, and raiders on the other, you trust your superior speed to get past the zombies and to freedom. You feel outstretched hands grasping for you, but you manage to get past the zombies unscathed.
Then you run, putting some distance between you and the zombies while trying to get away from the area before the raiders can circle around in search of you. You don't slow until you are fairly sure you're no longer being followed.
Only then do you allow your thoughts to turn to the beating you just took.
<<includeevent setup.events.armorArrayBl>><<else>>Raising your fists, you steel your resolve for the fight to come.
Then one of the raiders reaches behind themself, producing a pistol.
<<talk "thought">>If that pistol is loaded, I'm screwed.<</talk>>\
As if to answer your thoughts, the raider pulls the trigger. The sound of the gunshot is crisp and clear in the air, and you immediately feel a tug at your side that threatens to turn you a quarter step.
Your hand instinctively moves to the place you were hit even though you don't feel any pain.
<<talk "thought">>Won't know how bad I'm hurt until I look or the adrenaline starts to wear off.<</talk>>\
Pivoting, you dodge to one side just before a second round cuts through the air right where you were standing.
Then you're running, doing everything you can do to find cover and get away from the pair at the same time.
Twice more you hear gunshots, each of them further away than the last, until you're stumbling along, unsure if the ache in your side is from a bullet, or from having strained yourself running.
<<includeevent setup.events.armorArrayB>>
Returning your attention to your surroundings, you quietly slip away from the area, careful not to draw any more unwanted attention.<</if>>\
\
\
\
\Lining up your shot, you feel a sick feeling settle into your gut when you pull the trigger. Instead of the rifle kicking as you expected, or the sound of a gunshot filling the air, all you receive is a simple soft 'click.'
<<talk "thought">>Out of ammo?<</talk>>\
As the thought takes form in your mind, you silently curse yourself for being so careless.
One of the raiders pulls a pistol, firing off a wild shot in your general direction.
With a sudden driving need to survive, you start to run, not stopping until you have left the raiders far behind.Holding your pistol in a two handed grip, you line up your shot and pull the trigger.
Only instead of a low bang and a solid recoil, you hear a soft 'click' instead.
<<talk "thought">>Out of ammo?<</talk>>\
As the thought takes form in your mind, you silently curse yourself for being so careless.
Then the raiders are shooting toward you, having produced pistols.
Two shots strike near you, spurring you to run, a third tugs heavily at your side.
<<talk "thought">>Hope that's not bad.<</talk>>\
Adrenaline causing your pulse to pound in your ears, you run for your life, not slowing until you know for sure that you are no longer being followed.
<<includeevent setup.events.armorArrayB>><<set setup.events.armorArrayZ = [
{
requires: 'true',
chance: 100,
link: "Zombie Armor 1"
},
{
requires: 'true',
chance: 100,
link: "Zombie Armor 2"
}
]>><<if setup.Items.get($player.bodySlotTorso).clothingHealth gte 2>>\
Finally turning your attention to where you were hurt. Sure enough, you see the bite mark that you feared.
Thankfully for you however, that bite mark mars your armor rather than your flesh.
<<talk "thought">>Armor is a little worse for wear, but better the armor than me.<</talk>>\
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<elseif setup.Items.get($player.bodySlotTorso).clothingHealth is 1>>\
Finally turning your attention to where you were hurt. Sure enough, you see the bite mark that you feared.
Thankfully for you however, that bite mark mars your armor rather than your flesh.
<<talk "thought">>Armor is shot, but better the armor than me.<</talk>>\
Realizing that the armor is little more than scrap now, you toss it to the side, intimately aware of how the air feels against your exposed skin.
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<else>>\
Finally turning your attention to where you were hurt. Sure enough, you see the bite mark that you feared.
There's a sinking feeling in your gut even as you use your hand to cover the wound, trying to stop the bleeding.
<<talk "thought">>Antibiotics for the infection, first aid for the wound.<</talk>>\
\
<<set $player.health -= 1>><<set $player.infection += 1>>\
<</if>>\
\
\
\
\<<if setup.Items.get($player.bodySlotTorso).clothingHealth gte 2>>\
The pain you feel demands your attention.
With some reluctance, you look toward the pain and feel a sense of relief to realize that your armor took the brunt of the damage.
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<elseif setup.Items.get($player.bodySlotTorso).clothingHealth is 1>>\
The pain you feel demands your attention.
With some reluctance, you look toward the pain and feel a sense of relief to realize that your armor took the brunt of the damage.
Even so, the armor has clearly saved you for the last time.
Unhappy with the realization, you discard the now useless armor.
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<else>>\
Feeling a trickle of blood against your skin, you finally turn your attention to where you were just bit.
Blood seeps from the wound, a slow but steady flow that you stop with just a little pressure.
Your eyes linger on the bite mark just a little longer, the dread in your gut deepening as the significance of it sinks in.
<<talk "thought">>Wound can be treated with first aid, but I need antibiotics for the infection.<</talk>>\
\
<<set $player.health -= 1>><<set $player.infection += 1>>\
<</if>>\
\
\
\
\<<set setup.events.armorArrayB = [
{
requires: 'true',
chance: 100,
link: "Bullet Armor 1"
},
{
requires: 'true',
chance: 100,
link: "Bullet Armor 2"
}
]>><<if setup.Items.get($player.bodySlotTorso).clothingHealth gte 2>>\
Your pulse still pounding in your throat, you finally pause to assess the damage.
Examining yourself, you touch the sore spot gingerly, pleased at the minimum pain you feel. Then looking, you can see the damage to your armor and feel yourself sigh in relief as you realize it protected you from the bullet.
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<elseif setup.Items.get($player.bodySlotTorso).clothingHealth is 1>>\
Your pulse still pounding in your throat, you finally pause to assess the damage.
Examining yourself, you touch the sore spot gingerly, pleased at the minimum pain you feel. Then looking, you can see the damage to your armor and feel yourself sigh in relief as you realize it protected you from the bullet.
The only down side is that you can also tell that your armor is damaged in a way that's going to make it nearly useless now.
Mourning the loss of your protection, but thankful for the safety it provided you, you discard the item.
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<else>>\
Grimacing as you feel the blood caking your shirt to your side, you warily inspect the damage.
You find yourself scowling, then pressing your hand to the wound protectively. You feel momentarily faint as you, think back on what just happened.
<<talk "thought">>This is going to hurt for a while, but it would heal a lot faster if I bandaged it.<</talk>>\
\
<<set $player.health -= 1>>\
<</if>>\
\
\
\
\<<if setup.Items.get($player.bodySlotTorso).clothingHealth gte 2>>\
Grunting softly, you reach for the place you were shot. You grit your teeth, prepared for a flash of pain that never comes.
Taking a deep breath, you try to get a better look at the spot, then a sense of relief washes over you when you realize that the reason the pain is so minimal is the fact that your armor protected you from the bullet.
<<talk "thought">>Oh, thank God.<</talk>>\
You let out your breath slowly, then pat the point of impact appreciatively.
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<elseif setup.Items.get($player.bodySlotTorso).clothingHealth is 1>>\
Grunting softly, you reach for the place you were shot. You grit your teeth, prepared for a flash of pain that never comes.
Taking a deep breath, you try to get a better look at the spot, then a sense of relief washes over you when you realize that the reason the pain is so minimal is the fact that your armor protected you from the bullet.
<<talk "thought">>Oh, thank God.<</talk>>\
You let out your breath slowly, then turn your attention to your tattered armor. There's a small sense of loss as you realize the armor won't save you again, but at the same time you feel elated that it served its purpose so well.
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<else>>\
The sticky wet feeling near the wound tells you all you need to know about how badly you are hurt.
<<talk "thought">>Need to take it easy, at least until I can bandage myself up a bit. The stickiness means clotting, means I should be ok if I'm careful, . . . . right?<</talk>>\
\
<<set $player.health -= 1>>\
<</if>>\
\
\
\
\<<set setup.events.armorArrayC = [
{
requires: 'true',
chance: 100,
link: "Cut Armor 1"
},
{
requires: 'true',
chance: 100,
link: "Cut Armor 2"
}
]>><<if setup.Items.get($player.bodySlotTorso).clothingHealth gte 2>>\
Reaching for where you were hit, you can feel the groove in your armor where the blade cut at it, bit failed to penetrate.
A relieved smile spreads across your face as you realize that you just cheated death, or at the very least you cheated serious injury.
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<elseif setup.Items.get($player.bodySlotTorso).clothingHealth is 1>>\
Reaching for where you were hit, you can feel a gaping hole in your armor where the blade parted the material, but somehow managed to avoid your flesh.
A relieved smile spreads across your face as you realize that you just cheated death, or at the very least you cheated serious injury. Even the fact that your armor is now trash fails to dampen your relief much.
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<else>>\
You can feel the cut, the way your flesh pulls unnaturally, the way the spot the blade parted your flesh feels like a livewire. Your hand goes to the spot, feeling the tacky wetness of your blood, then remaining there protectively.
<<talk "thought">>Might be best to get this bandaged up. Hurts like hell.<</talk>>\
\
<<set $player.health -= 1>>\
<</if>>\
\
\
\
\<<if setup.Items.get($player.bodySlotTorso).clothingHealth gte 2>>\
Your hand finds the new gap in your armor. Instinctively, you probe deeper in search of injury, only to feel a sense of relief as you touch the barest hint of a cut, barely enough to draw blood.
Realizing that your armor, damaged but still usable, was all that stood between you and a blade that would have opened you wide, you pat the armor affectionately.
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<elseif setup.Items.get($player.bodySlotTorso).clothingHealth is 1>>\
Your hand finds the new gap in your armor. Instinctively, you probe deeper in search of injury, only to feel a sense of relief as you touch the barest hint of a cut, barely enough to draw blood.
Realizing that your armor, now useless from the damage it has taken, was all that stood between you and a blade that would have opened you wide, you pat the armor affectionately even as you discard it.
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<else>>\
With a glance, you can tell that the cut you received is bad, but not life threatening at the moment.
Using one hand, you hold the wound, trying to protect it until you can tend it properly.
\
<<set $player.health -= 1>>\
<</if>>\
\
\
\
\<<set setup.events.armorArrayBl = [
{
requires: 'true',
chance: 100,
link: "Bludgeon Armor 1"
},
{
requires: 'true',
chance: 100,
link: "Bludgeon Armor 2"
}
]>><<if setup.Items.get($player.bodySlotTorso).clothingHealth gte 2>>\
The pain from being hit will be a significant ache later, but for the moment you're just happy that your armor took the brunt of the hit.
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<elseif setup.Items.get($player.bodySlotTorso).clothingHealth is 1>>\
The pain from being hit will be a significant ache later, your armor might be useless after absorbing the hit, but in this very moment you're just happy that it took the brunt of the hit.
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<else>>\
Throbbing pain goes through you as the hit you took finally begins to register in earnest, the kind of deep pain that promises days of aches to come.
<<talk "thought">>Hope it didn't break something.<</talk>>\
\
<<set $player.health -= 1>>\
<</if>>\
\
\
\
\<<if setup.Items.get($player.bodySlotTorso).clothingHealth gte 2>>\
Your movement feels stiff, the hit you took causing your muscles to tense. Thankfully, your armor took most of the hit, sparing you any significant injury.
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<elseif setup.Items.get($player.bodySlotTorso).clothingHealth is 1>>\
Your movement feels stiff, the hit you took causing your muscles to tense. Thankfully, your armor took most of the hit, sparing you any significant injury. When you glance at the armor, and the way it hangs skewed from your body, you quickly realize that it likely won't save you from another hit like that.
\
<<set setup.Items.get($player.bodySlotTorso).clothingHealth -= 1>>\
<<else>>\
Your body feels like it's on fire from the point of impact. You grimace and force yourself past the pain to focus on your current circumstances.
<<talk "thought">>Focus on the present, can tend injuries later.<</talk>>\
\
<<set $player.health -= 1>>\
<</if>>\
\
\
\
\<<addtime { hour : 6 }>><<includeevent setup.events.attackEvents>><<set setup.events.attackEvents = [
{
requires: '$akane.hasFlag("followPlayer") and setup.locations[$location].region is "Suburbia"',
chance: 100,
link: "Akane Suburbia Zombie Attack 1"
},
{
requires: '$akane.hasFlag("followPlayer") and setup.locations[$location].region is "Suburbia"',
chance: 100,
link: "Akane Suburbia Zombie Attack 2"
},
{
requires: '$akane.hasFlag("followPlayer") and setup.locations[$location].region is "Farmland"',
chance: 100,
link: "Akane Farm Zombie Attack 1"
},
{
requires: '$akane.hasFlag("followPlayer") and setup.locations[$location].region is "Theme Park"',
chance: 100,
link: "Theme Park Zombie Attack Akane 1"
},
{
requires: '$akane.hasFlag("followPlayer") and setup.locations[$location].region is "Theme Park"',
chance: 100,
link: "Theme Park Zombie Attack Akane 2"
},
{
requires: '$akane.hasFlag("followPlayer") and setup.locations[$location].region is "Farmland"',
chance: 100,
link: "Farmland Zombie Attack Akane 1"
},
{
requires: '$akane.hasFlag("followPlayer") and setup.locations[$location].region is "Farmland"',
chance: 100,
link: "Farmland Zombie Attack Akane 2"
},
{
requires: '$akane.hasFlag("followPlayer") and setup.locations[$location].region is "Suburbia"',
chance: 100,
link: "Suburbia Zombie Attack Akane 1"
},
{
requires: '$akane.hasFlag("followPlayer") and setup.locations[$location].region is "Suburbia"',
chance: 100,
link: "Suburbia Zombie Attack Akane 2"
},
{
requires: 'setup.Util.getNpcs().filter(function (npc) { return npc.hasFlag("followPlayer"); }).length is 0 and setup.locations[$location].region is "Farmland"',
chance: 100,
link: "Zombie Farm Attack 1"
},
{
requires: 'setup.Util.getNpcs().filter(function (npc) { return npc.hasFlag("followPlayer"); }).length is 0 and setup.locations[$location].region is "Farmland"',
chance: 100,
link: "Zombie Farm Attack 2"
},
{
requires: 'setup.Util.getNpcs().filter(function (npc) { return npc.hasFlag("followPlayer"); }).length is 0 and setup.locations[$location].region is "Farmland"',
chance: 50,
link: "Raider Farm Attack 1"
},
{
requires: 'setup.Util.getNpcs().filter(function (npc) { return npc.hasFlag("followPlayer"); }).length is 0 and setup.locations[$location].region is "Suburbia"',
chance: 100,
link: "Zombie Suburbia Attack 1"
},
{
requires: 'setup.Util.getNpcs().filter(function (npc) { return npc.hasFlag("followPlayer"); }).length is 0 and setup.locations[$location].region is "Suburbia"',
chance: 100,
link: "Zombie Suburbia Attack 2"
},
{
requires: 'setup.Util.getNpcs().filter(function (npc) { return npc.hasFlag("followPlayer"); }).length is 0 and setup.locations[$location].region is "Suburbia"',
chance: 50,
link: "Raider Suburbia Attack 1"
},
{
requires: 'setup.Util.getNpcs().filter(function (npc) { return npc.hasFlag("followPlayer"); }).length is 0 and setup.locations[$location].region is "Suburbia"',
chance: 50,
link: "Adult Novelty Combat 1"
},
{
requires: 'setup.Util.getNpcs().filter(function (npc) { return npc.hasFlag("followPlayer"); }).length is 0 and setup.locations[$location].region is "Theme Park"',
chance: 100,
link: "Zombie Park Attack 1"
},
{
requires: 'setup.Util.getNpcs().filter(function (npc) { return npc.hasFlag("followPlayer"); }).length is 0 and setup.locations[$location].region is "Theme Park"',
chance: 100,
link: "Zombie Park Attack 2"
},
{
requires: 'setup.Util.getNpcs().filter(function (npc) { return npc.hasFlag("followPlayer"); }).length is 0 and setup.locations[$location].region is "Theme Park"',
chance: 50,
link: "Raider Park Attack 1"
}
]>>The sound of your footsteps crunching at the gravel beneath your feet fills the air. Then another sound catches your attention, the sound of something shuffling through the tall grass is the only warning you have before a zombie stumbles into the open barely a half dozen paces from you.
Taking a half step back, you quickly assess the situation, realizing that you can easily out maneuver it if you don't want a fight.
Your eyes flicker to the farmhouse at your side, to the zombie just now turning to face you, then at the side of the house which appears to be clear of anything that might slow you down.
[[Attack it.|Zombie Farm Attack 1b]]
[[Avoid it.|Zombie Farm Attack 1a]]Not wanting to deal with the zombie, you quicken your pace as you move away from it, circling the farm house as it follows. You get almost to the back of the building before you are far enough ahead of the zombie to lose sight of it. By the time you reach the front of the house again, you see three more zombies that have come into view.
For several seconds you consider if you want to risk searching the farm house.
<<talk "thought">>Not worth it.<</talk>>\
Even as the thought crosses your mind, another zombie shambles into view.
Mindful of your surroundings, you move away from the area.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Backing off a few more steps, you make sure you have a little space between yourself and the zombie starting to shamble toward you, one arm outstretched toward you.
<<includeevent setup.events.zombieFightEvents>>
\
<<if $player.health lte 0 or $player.infection gte 10>>\
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>You see it long before you need to do anything about it. A single zombie, long blond hair hanging over a face that looks to be more meat than skin, shambling out of the cornfield.
Your eyes take everything in quickly, judging the distance to the zombie, to your escape rout, and combining that with your knowledge of your surroundings. It only takes you a second to realize that you could fight or flee with equal ease.
[[Attack it.|Zombie Farm Attack 2b]]
[[Avoid it.|Zombie Farm Attack 2a]]Seeing a hint of movement from the cornfield behind the zombie, you realize that any number of them might be hidden within.
Another movement, and you decide it's not worth the risk even as the original zombie takes notice of you, letting out a gravely moan right as a second zombie exits the corn field.
Increasing your pace, you start to put some distance between yourself and the zombies.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Watching the zombie shamble a few more steps toward you from the cornfield, it finally seems to notice you. It turns slowly, giving you ample time to prepare.
<<includeevent setup.events.zombieFightEvents>>
\
<<if $player.health lte 0 or $player.infection gte 10>>\
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>The whisper seems to carry on the wind. Your heartrate spikes and you quickly scan for the source.
Two people dressed in leathers, one holding a baseball bat and the other brandishing an axe, both looking like trouble, are moving between two farm buildings.
<<talk "thought">>Looks like trouble.<</talk>>\
As soon as you have the thought, one of them happens to look your way. With a grunted sound, both figures fixate their full attention on you.
[[Attack them.|Raider Farm Attack 1b]]
[[Avoid them.|Raider Farm Attack 1a]]Not wanting to fight, you pivot and start to run before the pair can react.
Shouting erupts behind you as they begin to follow, the sounds of their running heard clearly in your wake. Then you round a corner, nearly tripping over a zombie in the process.
The zombie, seemingly as surprised as you are starts to turn to follow you only to come face to face with the first raider who lets out a very unmanly squeal at nearly running into one of the undead.
You don't see what happens next, but there's a scream, the sounds of weapons striking flesh, cursing, sounds of desperation, then more sounds of weapons striking flesh.
Meanwhile, you keep running, waiting until the sounds fade to silence before slowing.
Looking over your shoulder, you see no sign of anyone following and you allow yourself a moment to recover before considering what to do next.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>><<talk "thought">>Two against one? Hardly seems fair.<</talk>>\
With that thought, a wicked smile curls your lips. At the same instant, you reach for your weapon.
Across from you, either due to an over abundance of caution, or concerned by the expression on your face, the pair move slowly to engage you.
<<includeevent setup.events.raiderFightEvents>>
\
<<if $player.health lte 0 or $player.infection gte 10>>
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Seeing a figure standing not far away, large broom in their hand, you a surreal moment where you wonder what a janitor is doing here during the zombie apocalypse, but then realize that the figure's stance is all wrong.
It turns, missing part of its face, then lets out a low moan as it starts to shamble toward you.
[[Attack it.|Zombie Park Attack 1b]]
[[Avoid it.|Zombie Park Attack 1a]]Noticing how slow the zombie is moving, you realize that you have plenty of time to make a risk free escape. You do exactly that, keeping half an eye on it while you slip away.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>You watch it take another slow step before you fully resolve yourself to a fight.
Once you've made up your mind, it only takes you a second to prepare.
<<includeevent setup.events.zombieFightEvents>>
\
<<if $player.health lte 0 or $player.infection gte 10>>\
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Seeing a zombie shamble into view, you almost laugh at the shift that was clearly bought at the theme park, and the hat, . . . . and the face paint, . . .
Then your thoughts sober as the reality of the situation sets in.
<<talk "thought">>All fun and games until I get bit, then things are really bad really fast.<</talk>>\
[[Attack it.|Zombie Park Attack 2b]]
[[Avoid it.|Zombie Park Attack 2a]]With barely a thought, you cut between two attractions. By the time the zombie follows, you're already out of sight and circling around to where you were before.
In the direction it last saw you, the zombie continues to shamble .
Idly, you wonder if it still even remembers why it was headed that way, or if it's still wandering in that direction out of sense of tracking prey.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>><<talk "thought">>Bet you didn't think your vacation was going to end like this.<</talk>>\
You think to the zombie as you prepare for its approach.
<<includeevent setup.events.zombieFightEvents>>
\
<<if $player.health lte 0 or $player.infection gte 10>>\
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>A figure moving through the park catches your eye. Its gate is smooth, purposeful, and in an instant you know it's another survivor.
Then you notice the way the figure is dressed, the hard expression, and what appears to be a string of human ears strung around their neck in a grotesque necklace.
[[Attack them.|Raider Park Attack 1b]]
[[Avoid them.|Raider Park Attack 1a]]The figure seems to notice you just as you start to turn away. There's a shout, then the sound of at least one other person in the area returning the call.
You break into a run, eager to put some distance between yourself and the raiders
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>You're just preparing to attack the figure when they notice you. As soon as they do, they shout.
The realization that they are not alone hits you a split second before a newcomer comes into view not far from the first figure.
<<includeevent setup.events.raiderFightEvents>>
\
<<if $player.health lte 0 or $player.infection gte 10>>\
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>You're just slipping into a back yard, listening to the soft whine of chains swinging as the breeze blows at the swingset in the back yard.
As your eyes fall on the swingset, you steel your resolve, hoping that you don't see anything truly horrific when you enter the home in front of you.
Then something changes. The hairs stand up on the back of your neck as you subconscious reacts to something that your mind hasn't fully processed yet.
Pivoting, suddenly on your guard, you turn to see a zombie, once a teenager, standing in the way of the swing where it tangles partially around one arm, . . . . silencing the chain you had heard seconds before.
[[Attack it.|Zombie Suburbia Attack 1b]]
[[Avoid it.|Zombie Suburbia Attack 1a]]Taking advantage of the zombie's temporary entanglement, you back away a few steps and choose your safest rout of escape. You're just turning to leave when the zombie shakes itself free of the chains, and it proves far too slow to effectively chase you as you make your escape.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>><<talk "thought">>Going to be an easy kill.<</talk>>\
The thought barely crosses your mind before the zombie stumbles its way free of the chains.
<<includeevent setup.events.zombieFightEvents>>
\
<<if $player.health lte 0 or $player.infection gte 10>>\
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Stepping through the open door of the next shop in the strip mall, it takes you longer than usual for your eyes to adjust to the darkness because of the blacked out windows at the front of the shop.
Your eyes drift over the interior, realizing that it's an adult novelty store
Somewhere deeper within, you hear the soft sound of something metal striking metal.
Curious, you ready your weapon and venture further into the store.
Following the little metallic sound, you round the end of a display case full of vibrators and dildos.
Then you see it, a female zombie in a tube top and a mini skirt. "Who's a good girl?" is written in bright pink across her top and the skirt is barely long enough to hide her panties. Around her neck is a black studded collar with a long chain leash attached to it.
The zombie starts to turn toward you, its pigtails matted with blood and a pile of old gore at her feet.
As you watch, the leash swings, the chain striking one of the metal shelves around her to make the same sound as you had heard before.
You have just enough time to wonder if the gore pile on the floor was her "master" before she lurches into motion, her hands rising as she starts to reach toward you.
<<if $player.health lte 0 or $player.infection gte 10>>\
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>-Small chance in Suburbia. Larger chance in City once that is added.
-Strapon zombies?A mournful moan carries hauntingly through the air from a nearby house, prompting you to investigate.
What you find is enough to make your guts twist. A zombie, once a teenager, with a dog leash around its wrist. The end of the leash is smeared with old dried blood, and the remnants of the unfortunate pet is smeared in hairy chunks around the zombie.
You instinctively take a step back before you realize why the zombie is still there.
The zombie looks at you with milky eyes, letting out another long moan.
Standing waist deep in the deck, a rotten old deck that seems to have given out under the zombie, possibly while it was still a living person, the zombie tries to turn but the piece of scrap wood jutting through its leg holds it fast.
Surprisingly enough though, the zombie doesn't turn out to be the source of danger, but instead is the source of your salvation in this situation. When it turns its head, noticing something to your side, it prompts you to look as well. Lucky for you, the act gives you just enough time to ward off a second zombie's attack.
You half stagger away, putting several paces between you and the newcomer before it can turn and face you again.
[[Attack it.|Zombie Suburbia Attack 2b]]
[[Avoid it.|Zombie Suburbia Attack 2a]]With one last glance at the zombie stuck in the rotting deck, you don't allow yourself the time to wonder about its tragic fate before backing further away from the one staggering toward you.
Wary of what's behind you, you glance to make sure your path is clear several more times before you are convinced you have enough room to safely flee from the zombie following you.
A minute later, you have left the zombie far behind, your thoughts momentarily drifting back to the zombie in the deck before starting to consider what your next action should be.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>While trying to keep half an eye on the zombie stuck in the deck, you back up a few paces to put more distance between you and the newcomer. Once you feel better about the space between you, you prepare to attack.
<<includeevent setup.events.zombieFightEvents>>
\
A soft moan reminds you of the zombie in the deck before your footsteps can take you far.
<<talk "player">>I wonder what your story is.<</talk>>\
You glance around to make sure your scuffle didn't draw any unwanted attention.
<<talk "player">>Guess I'll never know.<</talk>>\
And with those final words, you continue on your way.
<<if $player.health lte 0 or $player.infection gte 10>>\
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>You hear them before you see them. Barely a dozen paces into a house, there's the sound of something falling. For one awful heartbeat, you think it's a zombie, but then you hear someone curse, followed by someone else retorting gruffly.
Then there's a sinking feeling in your gut at the realization that the situation might be worse than you first realized, that instead of a zombie that needs to be put down that it might very well be someone who would as eagerly take your life as your things.
As if to confirm your dark thoughts, a gruff looking man steps out of the hallway into view. Raising the baseball bat in his hands, an unfriendly smile spreads across his face.
[[Attack them.|Raider Suburbia Attack 1b]]
[[Avoid them.|Raider Suburbia Attack 1a]]You half stumble, half back your way out of the house, slamming the door closed in the man's face before turning to run.
Behind you, you can hear the man slam heavily into the door, once, twice, three times before he seems to realize that the door swings inward.
You on the other hand have made good use of your time, putting one house between you before you hear the door slam open, then ducking around the corner as you see him exit the building.
Lucky for you, he seems to look the opposite way in his attempts to spot you.
For the next few minutes, you hear yelling, cursing, and taunting in equal measure until the sounds die out behind you.
Once you're reasonably sure you are safe, you take a moment to reevaluate your situation.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Not liking your chances if you tried to run, you hold your ground. You can feel your features creasing in grim determination even as adrenaline sends a shock through your system.
In the very next heartbeat, it's like the whole world slows down around you.
<<includeevent setup.events.raiderFightEvents>>
\
<<if $player.health lte 0 or $player.infection gte 10>>\
<<link "Next.">><<gotoevent setup.events.playerDeath>><</link>>
<<elseif (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>><<addtime { hour : 6 }>><<includeevent setup.events.basicsScavengeEvents>><<set setup.events.basicsScavengeEvents = [
{
requires: 'setup.locations[$location].region is "Farmland"',
chance: 100,
link: "Basics Farm Scavenge 1"
},
{
requires: 'setup.locations[$location].region is "Farmland"',
chance: 100,
link: "Basics Farm Scavenge 2"
},
{
requires: 'setup.locations[$location].region is "Suburbia"',
chance: 100,
link: "Basics Suburbia Scavenge 1"
},
{
requires: 'setup.locations[$location].region is "Suburbia"',
chance: 50,
link: "Basics Suburbia Scavenge 2"
},
{
requires: 'setup.locations[$location].region is "Theme Park"',
chance: 100,
link: "Basics Park Scavenge 1"
},
{
requires: 'setup.locations[$location].region is "Theme Park"',
chance: 100,
link: "Basics Park Scavenge 2"
},
{
requires: 'not setup.locations[$location].region is "Theme Park"',
chance: 50,
link: "Basics Scavenge 1"
},
{
requires: '(setup.locations[$location].region is "Farmland" or setup.locations[$location].region is "Suburbia")',
chance: 50,
link: "Loot Medicine Cabinet 1"
},
{
requires: 'setup.locations[$location].region is "Theme Park"',
chance: 50,
link: "Loot First Aid Station 1"
},
{
requires: 'not $stranger.hasFlag("trader") and not $player.hasFlag("scavenger")',
chance: 100,
link: "Scavenger Meeting 1"
},
{
requires: '$stranger.hasFlag("trader")',
chance: 60,
link: "Scavenger Meeting 2"
}
]>>You feel the corners of your mouth tug upward when you see the workbench in one corner of the barn. Across its surface are an assortment of tools, and you can only imagine what goodies the cabinet beneath might hold.
With one last glance around yourself to ensure there are no signs of zombies, you begin your search.
Your search yields the following items:
<<include "Basics Loot">>
\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>It's clear almost from the start that the farmhouse you are in has been looted before, but you never know what someone might have missed.
Wary of potential dangers, you make your way through the farmhouse room by room until you're ready to give up.
Promising yourself just one more room, you open the next door and feel the corners of your mouth tick upward. In the span of a heartbeat, you realize that your patience has paid off.
Your search yields the following items:
<<include "Basics Loot">>
\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Finding yourself in a concessions stand, you rummage through the random assortment of things within. You shake your head as you look at all the stale old Twinkies within.
It's not until you find a little cubby, something likely used by the person who ran the concessions stand, that you see anything useful.
Your search yields the following items:
<<include "Basics Loot">>
\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Your search of the park leads you to the rides. You scan your surroundings in search of anything worth looting when your eyes fall on what appears to be a backpack tucked up beside the fence circling one of the rides.
One more look around for any signs of danger and then you move toward your potential prize.
Your search yields the following items:
<<include "Basics Loot">>
\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>House after house, you work your way down the suburban street until kitchens, garages, and bedrooms, each punctuated with a smattering of toys or personal belongings to make it feel unique, all start to blur together.
No single place holds a lot of interest, but you find yourself with a few useful items as you finish searching the block.
Your search yields the following items:
<<include "Basics Loot">>
\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>You're several houses down the suburban street before you find yourself in a garage. The air holds a faint stench, and the car in the garage rocks slightly when you enter the shadowy space.
It takes you a moment to realize that there's a zombie inside of the car, its face pressed to the glass as it stares hungrily at you. One hand pummeling at the window uselessly.
Wary of your new companion, you decide to give the garage a quick look.
The first thing you notice is the way the rag stuffed in the exhaust pipe of the vehicle, followed by the realization that the smell in the air is very likely exhaust.
<<talk "thought">>I wonder how long the vehicle ran for the smell to be lingering still?<</talk>>\
Rounding the front of the vehicle, the zombie follows your movements, hitting the windshield now, and managing to do so with more force than it had the side window previously.
You cast another look at the zombie, looking for any sign the windshield might crack before turning your attention back to the garage as a whole.
To your pleasant surprise, you find a box of items sitting on a work bench, almost as if the person who owned the place had started to pack before making their, . . . final decision on how to face the apocalypse.
Your search yields the following items:
<<include "Basics Loot">>
\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Opening the trunk of a car, you start digging through it in search of anything that might be useful to you. It doesn't take long before something catches your eye.
Your search yields the following items:
<<include "Basics Loot">>
\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<if setup.locations[$location].region is "Farmland">>\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>\
<<elseif setup.locations[$location].region is "Suburbia">>\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>>\
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>><<addtime { hour : 6 }>><<includeevent setup.events.raiderFleeEvents>><<set setup.events.raiderFleeEvents = [
{
requires: 'true',
chance: 100,
link: "Raider Flee 1"
},
{
requires: 'true',
chance: 100,
link: "Raider Flee 2"
}
]>>RFlRFl<<addtime { hour : 6 }>><<includeevent setup.events.zombieFleeEvents>><<set setup.events.zombieFleeEvents = [
{
requires: 'true',
chance: 100,
link: "Zombie Flee 1"
},
{
requires: 'true',
chance: 100,
link: "Zombie Flee 2"
}
]>>ZFlZFl<<addtime { hour : 6 }>><<includeevent setup.events.failedScavengeEvents>><<set setup.events.failedScavengeEvents = [
{
requires: 'setup.locations[$location].region is "Farmland"',
chance: 100,
link: "Failed Farm Scavenge 1"
},
{
requires: 'setup.locations[$location].region is "Farmland"',
chance: 100,
link: "Failed Farm Scavenge 2"
},
{
requires: 'setup.locations[$location].region is "Farmland"',
chance: 30,
link: "Stolen Farm Scavenge 1"
},
{
requires: 'setup.locations[$location].region is "Farmland"',
chance: 25,
link: "Naughty Farmland 1"
},
{
requires: 'setup.locations[$location].region is "Suburbia"',
chance: 70,
link: "Failed Suburbia Scavenge 1"
},
{
requires: 'setup.locations[$location].region is "Suburbia"',
chance: 100,
link: "Failed Suburbia Scavenge 2"
},
{
requires: 'setup.locations[$location].region is "Suburbia"',
chance: 25,
link: "Stolen Suburbia Scavenge 1"
},
{
requires: 'setup.locations[$location].region is "Suburbia" and ($clock.year is 1 and $clock.month lte 5)',
chance: 25,
link: "Stripper Zombie 1"
},
{
requires: 'setup.locations[$location].region is "Theme Park"',
chance: 100,
link: "Failed Park Scavenge 1"
},
{
requires: 'setup.locations[$location].region is "Theme Park"',
chance: 100,
link: "Failed Park Scavenge 2"
},
{
requires: 'setup.locations[$location].region is "Theme Park"',
chance: 25,
link: "Stolen Park Scavenge 1"
}
]>>You spend several hours searching the farm. From the main house, to the barn, to the half a dozen outbuildings and even the vehicles in the garage. But ultimately you realize that everything of value has either spoiled or been looted already.
Unfortunately, you were able to find no resources while scavenging.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Picking through the farmhouse, you can tell from the haphazard way things are strewn about the floor that other scavengers have been here before. Even so, you hold out hope that they missed something.
Eventually, you give up in defeat, realizing that whoever searched the place in the past was more thorough than most.
Unfortunately, you were able to find no resources while scavenging.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Searching through the farmhouse, you find a modest haul, even if there's nothing special among the things you find.
Content that you've found what you can, you head toward the front door. You've barely taken a step through the door onto the porch when you hear someone cock their gun bare inches behind you.
<<if random(1,2) is 1>>\
<<talk "stranger">>I want your things, not your life. Just drop what you're carrying and take a walk toward the road. Don't stop until I tell you to.<</talk>>\
His voice is gravely, and cold as ice.
Recognizing the cold certainty in the man's voice, you do as you are told.
You start walking.
And walking, . . . .
And you reach the far side of the road before you risk a glance back.
Where you sat your things, there is no sign of either them or the man who just robbed you.
<<else>>\
<<talk "femaleStranger">>I'm sorry to do this to you. But I've got people depending on me. Please don't do anything rash, just sit your things down and walk away. I don't want to hurt you, but I will if you make any movement other than to walk away.<</talk>>\
Her voice has the tremor of someone desperate, unpredictable, and all out of options.
It only takes you a second to realize that the only real option you have is to do as the lady says and hope you might be able to get your things back later.
<<talk "player">>You don't have to do this. I can split things with you. Figure out what you need most, let me keep the rest? We're all just trying to get by.<</talk>>\
There's a short pause, you aren't sure if she's considering what you said or not until she starts to reply.
<<talk "femaleStranger">>Just walk. Please.<</talk>>\
The tremor in her voice is more pronounced now, making her sound unstable and sending a chill through you.
<<talk "player">>Alright, I'm walking.<</talk>>\
You start walking.
And walking, . . . .
And you reach the far side of the road before you risk a glance back.
Where you sat your things, there is no sign of either them or the woman who just robbed you.
<</if>>\
Grimacing in displeasure, you scan the area for any sign of the thief or your things, but see nothing.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Moving through the old house, you open a second story door.
The scene that greets you is enough to stop you dead in your tracks. You retch at the smell of rotten meat
On the bed is gore, blood, bone and the remnants of what was once a human. Splayed from the center are arms and legs, mostly intact if you don't count the fact that the meat has rotted into something closer to leather. Around each wrist and ankle is a fuzzy pink restraint like what you see in adult novelty stores with the handcuffs and blindfolds.
Of more immediate concern however is the figure standing on the far side of the bed. Dressed head to foot in leather straps and chains, in her hand is a short leather riding crop, a skinny pink strapon jutting from her hips, and as the figure turns to face you, you notice that the sag of it's skin has far more to do with her advanced age than the fact that she's one of the undead.
You gag, partially from the stench, partially from the mental image of a ninety year old dominatrix. Her head tilts slightly, as if trying to make sense of what she is seeing, and you can't help but wonder how bad her vision was while still alive.
Realizing that your hand is still on the doorknob, you pull the door closed again, nearly loosing the contents of your stomach as your stomach does another summersault.
Never wanting to see the scene again, you step away from the door, then head outside where you take a long deep breath of air to clear your lungs.
Hearing no sign of the zombie trying to follow you, you do your best to think of anything but what you just saw as you move away from the old farm house.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>You're digging through yet another concessions stand filled with broken, torn, smashed, or otherwise useless items when you let out an exasperated sigh.
<<talk "player">>You'd think people would have the decency to not destroy what they don't want when looting.<</talk>>\
For a few minutes longer you search, but your search proves to be in vain.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Wandering through the rides, you let your eyes drift over everything, in search of danger as much as loot.
Unfortunately, your search proves fruitless.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>About half way through searching a maintenance building in the park, you hear a sound.
Suddenly wary, you scan your surroundings for what might have made the noise. Then you look again.
Even so, you notice no sign of whatever you had heard before.
Still on edge, you return to where you were searching and stop dead in your tracks as you realize that the things you had sat aside to take with you are no longer there.
<<talk "thought">>The hell? Did someone sneak in and steal the stuff I was collecting while I was distracted?<</talk>>\
The hairs on the back of your neck stand on end as you realize you might be in far more danger than just a simple zombie if the thief decides they want the rest of your stuff.
Wasting no time, you leave the area, watching your surroundings for any sign of trouble as you go.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>You can hear them before you see them. The deep rumble of a large vehicle, the sound nearly enough to mask the sounds of additional vehicles.
Unsure of what to expect, you slip into the next building on the street just in time to see a pickup, followed by a semi truck. The vehicles drivers have a hard look to them, and the man standing in the bed of the truck with a gun in hand looks to be ready to shoot anything that moves.
More troubling is the still moving zombies flailing and gnashing from where they're chained to the grill of the semi truck.
Not wanting to be seen by them, you slip further into the house before you can see any more of the raider group.
There's a loud hiss from the semi truck as it comes to a complete stop in the middle of the street, accompanied by the sounds of feet on the pavement as people pile out of their vehicles.
<<talk "raider">>You all know the drill. Take what you can, meet back here in an hour.<</talk>>\
Realizing that you're not going to be able to loot this area, and not wanting a confrontation with a gang of unknown size, you slip away from the area without a chance to scavenge.
Unfortunately, you were able to find no resources while scavenging.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Seeing that the houses down this street have been searched before due to the way useless items have been thrown carelessly about, you focus much of your time scavenging the garages in the hopes of finding something there that would be useful to you.
You find yourself rummaging thorough Christmas decorations, Halloween decorations, boxes of mementos, children's toys, and even useless scraps of junk. What you don't find is anything that you can use.
Unfortunately, you were able to find no resources while scavenging.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Having found a backpack in the house you were searching, and stuffing it full of anything you find that you think will be useful, you head back outside and place the bag beside the front door, just out of sight from the street.
Then you turn and go back inside, intending to give the house one more quick look in case you missed anything. You're half way through your walkthrough when you hear the whisper of grass from the front door.
<<talk "thought">>Zombie. Hopefully it's alone. I'll just give it a moment to move on.<</talk>>\
After a minute, when the sound doesn't repeat itself, you venture toward the front door again.
You look both ways cautiously, wary of any sign of danger.
It's then that you notice something, or rather the lack of something.
The backpack, along with everything you had placed inside, is missing.
<<talk "thought">>Zombie didn't take it, that's for sure.<</talk>>\
Unease washes over you as you realize there's a very real possibility that someone is watching you this very moment. Possibly someone dangerous, someone who could be looking at you through the scope of a gun from any of the houses around you.
Your expression turns grim as you slip back into the house, choosing to exit through the back door instead of the front.
<<talk "thought">>Bad enough that there's someone out there willing to steal instead of scavenge. Someone who was likely watching me this whole time. There's no sense walking into worse luck if I can help it.<</talk>>\
Cutting your losses, you slip into the alley behind the house and put some distance between you and the place you were robbed, casting frequent glances over your shoulder for any sign of pursuit.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>The sound of a man screaming in fear snaps your head around.
Readying your weapon, you first see an overweight man wearing a nice suit, everything about his appearance suggests he's someone important, used to sitting behind a desk all day.
With one hand on his neck, he trues to stop the flow of blood from what you assume is a bite. His other hand is filled with a fist full of money.
Your immediate thought is that you've never seen someone so overweight run so fast before.
He doesn't even see you as he keeps running, the source of his fear appearing a second later.
Two zombies, both female, both wearing g-strings and nipple tassels that twirl as they run, are barely twenty paces behind the man and gaining fast.
You find yourself frozen in place, watching the scene play out until you loose sight of all three figures down the street.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>-First three months of game only. Small chance in Suburbia. Larger chance in City once that is added.<<addtime { hour : 6 }>><<includeevent setup.events.foodScavengeEvents>><<set setup.events.foodScavengeEvents = [
{
requires: 'setup.locations[$location].region is "Farmland"',
chance: 100,
link: "Food Farm Scavenge 1"
},
{
requires: 'setup.locations[$location].region is "Farmland"',
chance: 100,
link: "Food Farm Scavenge 2"
},
{
requires: 'setup.locations[$location].region is "Suburbia"',
chance: 100,
link: "Food Suburbia Scavenge 1"
},
{
requires: 'setup.locations[$location].region is "Suburbia"',
chance: 100,
link: "Food Suburbia Scavenge 2"
},
{
requires: 'setup.locations[$location].region is "Theme Park"',
chance: 100,
link: "Food Park Scavenge 1"
},
{
requires: 'setup.locations[$location].region is "Theme Park"',
chance: 100,
link: "Food Park Scavenge 2"
},
{
requires: 'setup.locations[$location].region is "Theme Park"',
chance: 50,
link: "Theme Park Scavenge 1"
},
{
requires: 'not setup.locations[$location].region is "Theme Park"',
chance: 25,
link: "Food Scavenge 1"
},
{
requires: 'not setup.locations[$location].region is "Theme Park"',
chance: 15,
link: "Food Scavenge 2"
}
]>>While searching an old farmhouse, you find yourself in the cellar, a cellar with dusty old shelves full of preserved food in jars.
<<talk "thought">>Wonder if any of it is still edible?<</talk>>\
It takes you a long while to go through everything, but you are able to find a few jars of food that still look good.
Your search yields the following items:
<<include "Food Loot">>
\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>While exploring a barn, you are nearly ready to give up when you notice a small bag. Opening the bag, you realize that it's a bag of seeds.
Your search yields the following items:
<<include "Seed Loot">>
\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Rummaging through a concessions stand, you open a cupboard and feel the corners of your mouth tick upward into a smile as you look at the cotton candy, boxed candies, cans of soda, and other goods.
<<talk "thought">>Lets see if there's anything the mice didn't get into.<</talk>>\
Your search yields the following items:
<<include "Food Loot">>
\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Your search leads you into one of the food courts in the park where you start to drift from table to table. The majority of what you see is spoiled, rotten, or simply gone, but you do manage to find a few things worth taking.
Your search yields the following items:
<<include "Food Loot">>
\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Rummaging through a concessions stand, you find an entire cabinet full of individually packaged pastries and cakes, at least two thirds of which are Twinkies.
Your eyes drift over the cupcakes, miniature pies and donuts in search of the marshmallowy goodness you seek, but even as you start to move items off the shelves to see what's behind, you still see no sign of a snowball anyway.
Sighing inwardly, you grab a Twinkie, open its wrapper and bite off half the cream filled golden cake in a single bite.
<<talk "thought">>Twinkies are good, but you'd think in the apocalypse you'd be able to find at least one Snowball somewhere.<</talk>>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Scavenging through the cupboards of a suburban home, you quickly realize that the canned goods have already been taken by someone who searched the house before you, and it looks like mice have been into the boxed goods.
Deciding to search the boxed goods anyway, you're pleasantly surprised to find some items that haven't been ruined yet.
Your search yields the following items:
<<include "Food Loot">>
\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>After searching the kitchen with no luck, you move to the utility room which is right beside it.
The first cupboard you find is filled with trash bags and laundry soap, but to your pleasant surprise you find several cans of food in the next one.
Your search yields the following items:
<<include "Food Loot">>
\
<<if (not $clock.isNight)>>/* Explore Option */\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Looking through the kitchen cupboards, you find mostly empty shelves. What you do find are a small number of cans that were somehow pushed to the back.
Your search yields the following items:
<<include "Food Loot">>
\
<<if (not $clock.isNight)>>
/* Explore Option */\
<<if setup.locations[$location].region is "Farmland">>\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>\
<<elseif setup.locations[$location].region is "Suburbia">>\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>\
<</if>>\
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>Finding a car in the ditch, you move closer. You quickly realize that the car is occupied.
Straining from the drivers seat is a zombie and slapping futilely at the driver's side window separating you, it looks at you with a face bloody with crusty old blood.
Your eyes drift to the seatbelt holding it in, then to the red smear across the broken windshield.
Realizing that the zombie isn't going to be any risk to you, you start peeking through the windows to see if there's anything of interest inside. To your delight, you see a box of canned goods in the back seat.
<<if random(1,5) is 1>>\
When you reach for the back door, you notice a baby seat in the back seat across from the box of goods. Almost immediately you avert your eyes, but the reality of the situation sobers your mood significantly.
The instant you have your hands on the box of goods, you quickly start to back away.
<<else>>\
The back door swings open easily, the stench of death wafting over you as you grab the box and quickly back away.
<</if>>\
<<talk "player">>I'll put it to good use.<</talk>>\
You aren't sure if the words are intended for the zombie in the front seat, or yourself as you start taking stock of your prize.
Your search yields the following items:
<<include "Food Loot">>
\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<if setup.locations[$location].region is "Farmland">>\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>\
<<elseif setup.locations[$location].region is "Suburbia">>\
<<link "Continue Scavenging For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>\
<</if>>\
/* Story Events */\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>><<includeevent setup.events.infectionProgression>>\<<set setup.events.infectionProgression = [
{
requires: '$player.infection is 1',
override: true,
link: "Infection Stage 1"
},
{
requires: '$player.infection is 2',
override: true,
link: "Infection Stage 2"
},
{
requires: '$player.infection is 3',
override: true,
link: "Infection Stage 3"
},
{
requires: '$player.infection is 4',
override: true,
link: "Infection Stage 4"
},
{
requires: '$player.infection is 5',
override: true,
link: "Infection Stage 5"
},
{
requires: '$player.infection is 6',
override: true,
link: "Infection Stage 6"
},
{
requires: '$player.infection is 7',
override: true,
link: "Infection Stage 7"
},
{
requires: '$player.infection is 8',
override: true,
link: "Infection Stage 8"
},
{
requires: '$player.infection is 9',
override: true,
link: "Infection Stage 9"
}
]>>//You can feel a little soreness from your bite wound. The skin around the wound feeling like it's tugging whenever you move it.
Stopping to inspect it, the wound doesn't look bad, but it is just a little swollen.
<<talk "thought">>Looks like some early infection.<</talk>>//\//Absently, you itch at your bite wound. Scratching at it feels painful, so you quickly stop.
A glance at the wound, you can see that it's visibly swollen, and infection makes it hot to the touch.//<br>//The bite wound hurts, worse than a wound of its size should.
You pause to inspect the injury, finding it to be an angry shade of red with milky white beneath the surface beneath the scab.
With one hand, you squeeze the wound. The scab quickly gives way, releasing a thick gob of sickly smelling white puss.
Fighting back the urge to gag, you try to drain the wound as best you can, feeling some relief at having released the pressure building up beneath the scab.
<<talk "thought">>I really need to get some antibiotics before the infection spreads any more. This is getting bad enough to be concerning.<</talk>>//\//While the pain of your bite wound is bad, the itching is a thousand times worse.
Unable to resist the urge, you scratch at it, your fingers coming away with a mix of blood and puss, accompanied by a renewed stench of infection that twists your stomach in knots.
Taking a deep breath, you decide to take your time and clean the wound as best you can. When you're done, the wound looks much better, but still bad. Most concerning however are the faint black lines you can make out just beneath the skin, a clear indicator that the infection is beginning to spread to the rest of your body.//<br>//With your bite wound throbbing in pain, you turn your attention to it. Its skin is swollen so badly that it shines from being stretched. The puss just beneath the skin is a mix of yellowish white and black.
Placing your hand on the wound, the heat from the infection is hot enough it feels like it burns.
What troubles you most however is the way the black lines follow the veins around the wound, several of them stretching as much as an inch from the wound.
<<talk "thought">>This is getting serious. I need to find some antibiotics to get this under control before it gets much worse.<</talk>>//\//The flesh around your bite wound throbs, occasionally the pain getting so bad that you find yourself gritting your teeth. The milky white puss has given way to something darker, gray, as if the blackish fluid has started to taint even the infection within your body.
As if to emphasize that thought, you can see the way the black tendrils beneath your skin have spread, some stretching almost half the length of your body.//<br>//Your skin feels clammy even as you sweat, the little black tendrils emanating from your wound is evident on every part of your body now.
<<talk "thought">>How much longer do I have? A day? Two at most?<</talk>>\
That dark reality helps you to focus your thoughts once more, your mind instantly going to getting some antibiotics to slow, or better yet; cure, this infection before you join the ranks of the undead.//<br>//Your stomach twists impossibly, causing you to retch so hard you feel like your eyes will burst from their sockets.
Then you puke so hard that black sludge bursts from both your mouth and nose, burning your nasal passage.
What's worse is the way the slimy substance dangles from your lips and nose, refusing to simply drip to the ground like fluids should.
The thick coating of the gunk triggers another gag, followed by more retching, until there's a massive puddle of rancid smelling muck covers the ground before you.
With the back of your sleeve, you wipe at your face, struggling to draw a full breath. You have to swallow twice to clear enough sludge from your throat to breathe almost normally again.
Ignoring how pale you are, your mouth waters at the thought of raw meat before you can suppress the thought.//<br>//With black tendrils stretching the length of your body just beneath your skin, weeping sores have began to open all over your body. Some bleed, some are filled with puss, but nearly all of them have at least a hint of black slime oozing from them.
Absently reaching for your arm to scratch an insistent itch, you don't even notice as you tear another boil open.
Shambling a couple of steps, you blink, only then realizing that you weren't really thinking about anything.
A shiver goes through you, realizing that you're so close to death that there's no chance you'll make it another day.
Fear induced adrenaline courses through your body, giving you a bit of clarity.//<br><<run $player.infection += 1>><<includeevent setup.events.infectionProgressionBed>><<set setup.events.infectionProgressionBed = [
{
requires: '$player.infection is 6',
override: true,
link: "Infection Stage 6 Bed"
},
{
requires: '$player.infection is 7',
override: true,
link: "Infection Stage 7 Bed"
},
{
requires: '$player.infection is 8',
override: true,
link: "Infection Stage 8 Bed"
},
{
requires: '$player.infection is 9',
override: true,
link: "Infection Stage 9 Bed"
},
{
requires: '$player.infection is 10',
override: true,
link: "Player Death Home Event List"
}
]>>Your night is fitful, the pain from your bite wound throbbing, sweat pouring off of you as your body fights a loosing battle against the infection.
Often throughout the night, you lay in bed while sleep rests just barely beyond your grasp.
When morning comes, you feel tired and sluggish and you absently worry about the consequences if you don't find antibiotics soon.Laying in bed, you find yourself shivering even as you sweat. Your skin feels sticky and under the pale moonlight, your deathly pallor looks ghostish.
<<talk "thought">>How much longer do I have? A day? Two at most?<</talk>>\
That dark thought does nothing to help you sleep. When morning comes, your arms and legs tremble slightly as you prepare for your day, and the color of your skin looks little better under the light of day.You cough, gag, then roll upright in bed just a fraction of a second before you heave. What you project is thick, slimy, rancid and only laced with bile.
The vile stuff clings to your lips, your mouth, and throat.
Forcing yourself to swallow in an effort to clear your airway, you gag and puke again, this time with so much force that you expel sludge from your nose in addition to your mouth.
Grabbing at your blanket, you use it to clean the muck first from your face, then from the rest of your body where you drooled it across your chest.
There's a tremble in your body as you inhale.
Ignoring how pale you are, your mouth waters at the thought of raw meat before you can suppress the thought.
Realizing that you can't sleep in the bed after sliming the sheets, you get up. It's not until the sun threatens to crest the horizon that you finally finish cleaning the mess.Laying in bed, you can't force yourself to sleep. Your body aches, but the throbbing is long sense passed.
In spite of your best efforts, your thoughts drift, fading between an inhuman hunger and fantasizing about finding enough antibiotics to save your life.
<<talk "thought">>Somehow, I doubt I'll survive the day.<</talk>>\
That dark thought finally focuses your mind, but it does nothing to aid your sleep.
When morning starts to brighten the horizon, you get up, nearly fall, then steady yourself before trying to walk.<<set _cannedGoodsRandom to random(1,10)>>\
<<set _boxedGoodsRandom to random(1,10)>>\
<<set _bottledWaterRandom to random(1,10)>>\
<<set _preservesRandom to random(1,10)>>\
\
/* Check for overrides */\
<<if not State.temporary.hasOwnProperty('cannedGoodsCap')>>\
<<set _cannedGoodsCap to 5>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('boxedGoodsCap')>>\
<<set _boxedGoodsCap to 5>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('bottledWaterCap')>>\
<<set _bottledWaterCap to 5>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('preservesCap')>>\
<<set _preservesCap to 5>>\
<</if>>\
\
<<if not State.temporary.hasOwnProperty('cannedGoodsMin')>>\
<<set _cannedGoodsMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('boxedGoodsMin')>>\
<<set _boxedGoodsMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('bottledWaterMin')>>\
<<set _bottledWaterMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('preservesMin')>>\
<<set _preservesMin to 1>>\
<</if>>\
\
/* If you found items, add to inventory */\
<<if _cannedGoodsRandom gt 4>> /* 60% chance */\
/* Get Canned Goods */\
<<set _cannedGoodsRandom to random(_cannedGoodsMin, _cannedGoodsCap)>>\
<<if $player.inventory.includes("canned_goods")>>\
<<run setup.Items.get("canned_goods").quantity += _cannedGoodsRandom>>\
<<else>>\
<<run $player.inventory.add("canned_goods")>>\
<<run setup.Items.get("canned_goods").quantity += (_cannedGoodsRandom - 1)>>\
<</if>>\
Canned Goods Found: <<= _cannedGoodsRandom>>
<<else>> /* 100% chance */\
<<if $player.inventory.includes("canned_goods")>>\
<<run setup.Items.get("canned_goods").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("canned_goods")>>\
<</if>>\
Canned Goods Found: 1
<</if>>\
\
<<if _boxedGoodsRandom gt 4>> /* 60% chance */\
/* Get Boxed Goods */\
<<set _boxedGoodsRandom to random(_boxedGoodsMin, _boxedGoodsCap)>>\
<<if $player.inventory.includes("boxed_goods")>>\
<<run setup.Items.get("boxed_goods").quantity += _boxedGoodsRandom>>\
<<else>>\
<<run $player.inventory.add("boxed_goods")>>\
<<run setup.Items.get("boxed_goods").quantity += (_boxedGoodsRandom - 1)>>\
<</if>>\
Boxed Goods Found: <<= _boxedGoodsRandom>>
<<else>>\
Boxed Goods Found: 0
<</if>>\
\
<<if _bottledWaterRandom gt 4>> /* 60% chance */\
/* Get Bottled Water */\
<<set _bottledWaterRandom to random(_bottledWaterMin, _bottledWaterCap)>>\
<<if $player.inventory.includes("bottled_water")>>\
<<run setup.Items.get("bottled_water").quantity += _bottledWaterRandom>>\
<<else>>\
<<run $player.inventory.add("bottled_water")>>\
<<run setup.Items.get("bottled_water").quantity += (_bottledWaterRandom - 1)>>\
<</if>>\
Bottled Waters Found: <<= _bottledWaterRandom>>
<<else>>\
Bottled Waters Found: 0
<</if>>\
\
<<if _preservesRandom gt 9>> /* 10% chance */\
/* Get Preserves */\
<<set _preservesRandom to random(_preservesMin, _preservesCap)>>\
<<if $player.inventory.includes("preserves")>>\
<<run setup.Items.get("preserves").quantity += _preservesRandom>>\
<<else>>\
<<run $player.inventory.add("preserves")>>\
<<run setup.Items.get("preserves").quantity += (_preservesRandom - 1)>>\
<</if>>\
Preserves Found: <<= _preservesRandom>>
<<else>>\
Preserves Found: 0
<</if>>\
\
\
\
\There are currently eight override variables that can be set before the <<include>> is called:
_cannedGoodsCap -is the maximum amount of canned goods you can get from looting.
_boxedGoodsCap -is the maximum amount of boxed goods you can get from looting.
_bottledWaterCap -is the maximum amount of bottled water you can get from looting.
_preservesCap -is the maximum amount of preserves you can get from looting.
_cannedGoodsMin -is the minimum amount of canned goods you can get from looting.
_boxedGoodsMin -is the minimum amount of boxed goods you can get from looting.
_bottledWaterMin -is the minimum amount of bottled water you can get from looting.
_preservesMin -is the minimum amount of preserves you can get from looting.<<set _potatoSeedRandom to random(1,10)>>\
<<set _tomatoSeedRandom to random(1,10)>>\
<<set _lettuceSeedRandom to random(1,10)>>\
<<set _pumpkinSeedRandom to random(1,10)>>\
<<set _watermelonSeedRandom to random(1,10)>>\
<<set _greenpepperSeedRandom to random(1,10)>>\
<<set _hotpepperSeedRandom to random(1,10)>>\
<<set _wheatSeedRandom to random(1,10)>>\
<<set _strawberrySeedRandom to random(1,10)>>\
<<set _carrotSeedRandom to random(1,10)>>\
<<set _cornSeedRandom to random(1,10)>>\
<<set _beetSeedRandom to random(1,10)>>\
<<set _onionSeedRandom to random(1,10)>>\
\
/* Check for overrides */\
<<if not State.temporary.hasOwnProperty('potatoSeedCap')>>\
<<set _potatoSeedCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('tomatoSeedCap')>>\
<<set _tomatoSeedCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('lettuceSeedCap')>>\
<<set _lettuceSeedCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('pumpkinSeedCap')>>\
<<set _pumpkinSeedCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('watermelonSeedCap')>>\
<<set _watermelonSeedCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('greenpepperSeedCap')>>\
<<set _greenpepperSeedCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('hotpepperSeedCap')>>\
<<set _hotpepperSeedCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('wheatSeedCap')>>\
<<set _wheatSeedCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('strawberrySeedCap')>>\
<<set _strawberrySeedCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('carrotSeedCap')>>\
<<set _carrotSeedCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('cornSeedCap')>>\
<<set _cornSeedCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('beetSeedCap')>>\
<<set _beetSeedCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('onionSeedCap')>>\
<<set _onionSeedCap to 2>>\
<</if>>\
\
<<if not State.temporary.hasOwnProperty('potatoSeedMin')>>\
<<set _potatoSeedMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('tomatoSeedMin')>>\
<<set _tomatoSeedMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('lettuceSeedMin')>>\
<<set _lettuceSeedMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('pumpkinSeedMin')>>\
<<set _pumpkinSeedMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('watermelonSeedMin')>>\
<<set _watermelonSeedMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('greenpepperSeedMin')>>\
<<set _greenpepperSeedMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('hotpepperSeedMin')>>\
<<set _hotpepperSeedMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('wheatSeedMin')>>\
<<set _wheatSeedMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('strawberrySeedMin')>>\
<<set _strawberrySeedMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('carrotSeedMin')>>\
<<set _carrotSeedMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('cornSeedMin')>>\
<<set _cornSeedMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('beetSeedMin')>>\
<<set _beetSeedMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('onionSeedMin')>>\
<<set _onionSeedMin to 1>>\
<</if>>\
\
/* If you found items, add to inventory */\
<<if _potatoSeedRandom gt 8>> /* 20% chance */\
/* Get Potato Seeds */\
<<set _potatoSeedRandom to random(_potatoSeedMin, _potatoSeedCap)>>\
<<if not $player.inventory.includes("potato_seed")>><<run $player.inventory.add('potato_seed')>><</if>>\
<<run $farm[$seed].potato += _potatoSeedRandom>>\
Potato Seeds Found: <<= _potatoSeedRandom>>
<<elseif _potatoSeedRandom gt 6>> /* 20% chance */\
/* Get Tomato Seeds */\
<<set _tomatoSeedRandom to random(_tomatoSeedMin, _tomatoSeedCap)>>\
<<if not $player.inventory.includes("tomato_seed")>><<run $player.inventory.add('tomato_seed')>><</if>>\
<<run $farm[$seed].tomato += _tomatoSeedRandom>>\
Tomato Seeds Found: <<= _tomatoSeedRandom>>
<<elseif _potatoSeedRandom gt 4>> /* 20% chance */\
/* Get Carrot Seeds */\
<<set _carrotSeedRandom to random(_carrotSeedMin, _carrotSeedCap)>>\
<<if not $player.inventory.includes("carrot_seed")>><<run $player.inventory.add('carrot_seed')>><</if>>\
<<run $farm[$seed].carrot += _carrotSeedRandom>>\
Carrot Seeds Found: <<= _carrotSeedRandom>>
<<elseif _potatoSeedRandom gt 2>> /* 20% chance */\
/* Get Corn Seeds */\
<<set _cornSeedRandom to random(_cornSeedMin, _cornSeedCap)>>\
<<if not $player.inventory.includes("corn_seed")>><<run $player.inventory.add('corn_seed')>><</if>>\
<<run $farm[$seed].corn += _cornSeedRandom>>\
Corn Seeds Found: <<= _cornSeedRandom>>
<<else>> /* 20% chance */\
/* Get Beet Seeds */\
<<set _beetSeedRandom to random(_beetSeedMin, _beetSeedCap)>>\
<<if not $player.inventory.includes("beet_seed")>><<run $player.inventory.add('beet_seed')>><</if>>\
<<run $farm[$seed].beet += _beetSeedRandom>>\
Beet Seeds Found: <<= _beetSeedRandom>>
<</if>>\
\
<<if _lettuceSeedRandom gt 8>> /* 20% chance */\
/* Get Lettuce Seeds */\
<<set _lettuceSeedRandom to random(_lettuceSeedMin, _lettuceSeedCap)>>\
<<if not $player.inventory.includes("lettuce_seed")>><<run $player.inventory.add('lettuce_seed')>><</if>>\
<<run $farm[$seed].lettuce += _lettuceSeedRandom>>\
Lettuce Seeds Found: <<= _lettuceSeedRandom>>
<</if>>\
\
<<if _pumpkinSeedRandom gt 8>> /* 20% chance */\
/* Get Pumpkin Seeds */\
<<set _pumpkinSeedRandom to random(_pumpkinSeedMin, _pumpkinSeedCap)>>\
<<if not $player.inventory.includes("pumpkin_seed")>><<run $player.inventory.add('pumpkin_seed')>><</if>>\
<<run $farm[$seed].pumpkin += _pumpkinSeedRandom>>\
Pumpkin Seeds Found: <<= _pumpkinSeedRandom>>
<</if>>\
\
<<if _watermelonSeedRandom gt 8>> /* 20% chance */\
/* Get Watermelon Seeds */\
<<set _watermelonSeedRandom to random(_watermelonSeedMin, _watermelonSeedCap)>>\
<<if not $player.inventory.includes("watermelon_seed")>><<run $player.inventory.add('watermelon_seed')>><</if>>\
<<run $farm[$seed].watermelon += _watermelonSeedRandom>>\
Watermelon Seeds Found: <<= _watermelonSeedRandom>>
<</if>>\
\
<<if _greenpepperSeedRandom gt 8>> /* 20% chance */\
/* Get Green Pepper Seeds */\
<<set _greenpepperSeedRandom to random(_greenpepperSeedMin, _greenpepperSeedCap)>>\
<<if not $player.inventory.includes("green_pepper_seed")>><<run $player.inventory.add('green_pepper_seed')>><</if>>\
<<run $farm[$seed].green_pepper += _greenpepperSeedRandom>>\
Green Pepper Seeds Found: <<= _greenpepperSeedRandom>>
<</if>>\
\
<<if _hotpepperSeedRandom gt 8>> /* 20% chance */\
/* Get Hot Pepper Seeds */\
<<set _hotpepperSeedRandom to random(_hotpepperSeedMin, _hotpepperSeedCap)>>\
<<if not $player.inventory.includes("hot_pepper_seed")>><<run $player.inventory.add('hot_pepper_seed')>><</if>>\
<<run $farm[$seed].hot_pepper += _hotpepperSeedRandom>>\
Hot Pepper Seeds Found: <<= _hotpepperSeedRandom>>
<</if>>\
\
<<if _wheatSeedRandom gt 8>> /* 20% chance */\
/* Get Wheat Seeds */\
<<set _wheatSeedRandom to random(_wheatSeedMin, _wheatSeedCap)>>\
<<if not $player.inventory.includes("wheat_seed")>><<run $player.inventory.add('wheat_seed')>><</if>>\
<<run $farm[$seed].wheat += _wheatSeedRandom>>\
Wheat Seeds Found: <<= _wheatSeedRandom>>
<</if>>\
\
<<if _strawberrySeedRandom gt 8>> /* 20% chance */\
/* Get Strawberry Seeds */\
<<set _strawberrySeedRandom to random(_strawberrySeedMin, _strawberrySeedCap)>>\
<<if not $player.inventory.includes("strawberry_seed")>><<run $player.inventory.add('strawberry_seed')>><</if>>\
<<run $farm[$seed].strawberry += _strawberrySeedRandom>>\
Strawberry Seeds Found: <<= _strawberrySeedRandom>>
<</if>>\
\
<<if _onionSeedRandom gt 8>> /* 20% chance */\
/* Get Onion Seeds */\
<<set _onionSeedRandom to random(_onionSeedMin, _onionSeedCap)>>\
<<if not $player.inventory.includes("onion_seed")>><<run $player.inventory.add('onion_seed')>><</if>>\
<<run $farm[$seed].onion += _onionSeedRandom>>\
Onion Seeds Found: <<= _onionSeedRandom>>
<</if>>\
\
\
\
\There are currently twenty-six override variables that can be set before the <<include>> is called:
_potatoSeedCap -is the maximum amount of potato seeds you can get from looting.
_tomatoSeedCap -is the maximum amount of tomato seeds you can get from looting.
_lettuceSeedCap -is the maximum amount of lettuce seeds you can get from looting.
_pumpkinSeedCap -is the maximum amount of pumpkin seeds you can get from looting.
_watermelonSeedCap -is the maximum amount of watermelon seeds you can get from looting.
_greenpepperSeedCap -is the maximum amount of green pepper seeds you can get from looting.
_hotpepperSeedCap -is the maximum amount of hot pepper seeds you can get from looting.
_wheatSeedCap -is the maximum amount of wheat seeds you can get from looting.
_strawberrySeedCap -is the maximum amount of strawberry seeds you can get from looting.
_carrotSeedCap -is the maximum amount of carrot seeds you can get from looting.
_cornSeedCap -is the maximum amount of corn seeds you can get from looting.
_beetSeedCap -is the maximum amount of beet seeds you can get from looting.
_onionSeedCap -is the maximum amount of onion seeds you can get from looting.
_potatoSeedMin -is the minimum amount of potato seeds you can get from looting.
_tomatoSeedMin -is the minimum amount of tomato seeds you can get from looting.
_lettuceSeedMin -is the minimum amount of lettuce seeds you can get from looting.
_pumpkinSeedMin -is the minimum amount of pumpkin seeds you can get from looting.
_watermelonSeedMin -is the minimum amount of watermelon seeds you can get from looting.
_greenpepperSeedMin -is the minimum amount of green pepper seeds you can get from looting.
_hotpepperSeedMin -is the minimum amount of hot pepper seeds you can get from looting.
_wheatSeedMin -is the minimum amount of wheat seeds you can get from looting.
_strawberrySeedMin -is the minimum amount of strawberry seeds you can get from looting.
_carrotSeedMin -is the minimum amount of carrot seeds you can get from looting.
_cornSeedMin -is the minimum amount of corn seeds you can get from looting.
_beetSeedMin -is the minimum amount of beet seeds you can get from looting.
_onionSeedMin -is the minimum amount of onion seeds you can get from looting.<<set _firstAidKitRandom to random(1,10)>>\
<<set _bandageRandom to random(1,10)>>\
<<set _antibioticRandom to random(1,10)>>\
<<set _condomRandom to random(1,10)>>\
\
/* Check for overrides */\
<<if not State.temporary.hasOwnProperty('firstAidKitCap')>>\
<<set _firstAidKitCap to 5>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('bandagesCap')>>\
<<set _bandageCap to 5>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('antibioticCap')>>\
<<set _antibioticCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('condomCap')>>\
<<set _condomCap to 2>>\
<</if>>\
\
<<if not State.temporary.hasOwnProperty('firstAidKitMin')>>\
<<set _firstAidKitMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('bandagesMin')>>\
<<set _bandageMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('antibioticMin')>>\
<<set _antibioticMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('condomMin')>>\
<<set _condomMin to 1>>\
<</if>>\
\
/* If you found items, add to inventory */\
<<if _firstAidKitRandom gt 7>> /* 30% chance */\
/* Get First Aid Kits */\
<<set _firstAidKitRandom to random(_firstAidKitMin, _firstAidKitCap)>>\
<<if $player.inventory.includes("first_aid_kit")>>\
<<run setup.Items.get("first_aid_kit").quantity += _firstAidKitRandom>>\
<<else>>\
<<run $player.inventory.add("first_aid_kit")>>\
<<run setup.Items.get("first_aid_kit").quantity += (_firstAidKitRandom - 1)>>\
<</if>>\
First Aid Kits Found: <<= _firstAidKitRandom>>
<<else>>\
First Aid Kits Found: 0
<</if>>\
\
<<if _bandageRandom gt 4>> /* 60% chance */\
/* Get Bandages */\
<<set _bandageRandom to random(_bandageMin, _bandageCap)>>\
<<if $player.inventory.includes("bandage")>>\
<<run setup.Items.get("bandage").quantity += _bandageRandom>>\
<<else>>\
<<run $player.inventory.add("bandage")>>\
<<run setup.Items.get("bandage").quantity += (_bandageRandom - 1)>>\
<</if>>\
Bandages Found: <<= _bandageRandom>>
<<else>>\
<<if $player.inventory.includes("bandage")>>\
<<run setup.Items.get("bandage").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("bandage")>>\
<</if>>\
Bandages Found: 1
<</if>>\
\
<<if _antibioticRandom gt 8>> /* 20% chance */\
/* Get antibiotic */\
<<set _antibioticRandom to random(_antibioticMin, _antibioticCap)>>\
<<if $player.inventory.includes("antibiotic")>>\
<<run setup.Items.get("antibiotic").quantity += _antibioticRandom>>\
<<else>>\
<<run $player.inventory.add("antibiotic")>>\
<<run setup.Items.get("antibiotic").quantity += (_antibioticRandom - 1)>>\
<</if>>\
Antibiotics Found: <<= _antibioticRandom>>
<<else>>\
Antibiotics Found: 0
<</if>>\
\
<<if _condomRandom gte 8>> /* 20% chance */\
/* Get Condoms */\
<<set _condomRandom to random(_condomMin, _condomCap)>>\
<<if $player.inventory.includes("condom")>>\
<<run setup.Items.get("condom").quantity += _condomRandom>>\
<<else>>\
<<run $player.inventory.add("condom")>>\
<<run setup.Items.get("condom").quantity += (_condomRandom - 1)>>\
<</if>>\
Condoms Found: <<= _condomRandom>>
<<else>>\
Condoms: 0
<</if>>\
\
\
\
\There are currently eight override variables that can be set before the <<include>> is called:
_antibioticCap -is the maximum amount of antibiotics you can get from looting.
_firstAidKitCap -is the maximum amount of first aid kits you can get from looting.
_bandageCap -is the maximum amount of bandages you can get from looting.
_condomCap -is the maximum amount of condom you can get from looting.
_antibioticMin -is the minimum amount of antibiotics you can get from looting.
_firstAidKitMin -is the minimum amount of first aid kits you can get from looting.
_bandageMin -is the minimum amount of bandages you can get from looting.
_condomMin -is the minimum amount of condom you can get from looting.<<set _batteryRandom to random(1,10)>>\
<<set _hammerRandom to random(1,10)>>\
<<set _nailRandom to random(1,10)>>\
<<set _woodRandom to random(1,10)>>\
<<set _concreteRandom to random(1,10)>>\
<<set _longarmAmmoRandom to random(1,10)>>\
<<set _sidearmAmmoRandom to random(1,10)>>\
\
/* Check for overrides */\
<<if not State.temporary.hasOwnProperty('batteryCap')>>\
<<set _batteryCap to 5>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('hammerCap')>>\
<<set _hammerCap to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('nailCap')>>\
<<set _nailCap to 5>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('woodCap')>>\
<<set _woodCap to 5>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('concreteCap')>>\
<<set _concreteCap to 5>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('longarmAmmoCap')>>\
<<set _longarmAmmoCap to 10>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('sidearmAmmoCap')>>\
<<set _sidearmAmmoCap to 10>>\
<</if>>\
\
<<if not State.temporary.hasOwnProperty('batteryMin')>>\
<<set _batteryMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('hammerMin')>>\
<<set _hammerMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('nailMin')>>\
<<set _nailMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('woodMin')>>\
<<set _woodMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('concreteMin')>>\
<<set _concreteMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('longarmAmmoMin')>>\
<<set _longarmAmmoMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('sidearmAmmoMin')>>\
<<set _sidearmAmmoMin to 1>>\
<</if>>\
\
/* If you found items, add to inventory */\
<<if _batteryRandom gt 7>> /* 30% chance */\
/* Get Batteries */\
<<set _batteryRandom to random(_batteryMin, _batteryCap)>>\
<<if $player.inventory.includes("battery")>>\
<<run setup.Items.get("battery").quantity += _batteryRandom>>\
<<else>>\
<<run $player.inventory.add("battery")>>\
<<run setup.Items.get("battery").quantity += (_batteryRandom - 1)>>\
<</if>>\
Batteries Found: <<= _batteryRandom>>
<<else>>\
Batteries Found: 0
<</if>>\
\
<<if _hammerRandom gt 7>> /* 30% chance */\
/* Get Hammers */\
<<set _hammerRandom to random(_hammerMin, _hammerCap)>>\
<<if $player.inventory.includes("hammer")>>\
<<run setup.Items.get("hammer").quantity += _hammerRandom>>\
<<else>>\
<<run $player.inventory.add("hammer")>>\
<<run setup.Items.get("hammer").quantity += (_hammerRandom - 1)>>\
<</if>>\
Hammers Found: <<= _hammerRandom>>
<<else>>\
Hammers Found: 0
<</if>>\
\
<<if _concreteRandom gt 7>> /* 30% chance */\
/* Get Concrete */\
<<set _concreteRandom to random(_concreteMin, _concreteCap)>>\
<<if $player.inventory.includes("concrete")>>\
<<run setup.Items.get("concrete").quantity += _concreteRandom>>\
<<else>>\
<<run $player.inventory.add("concrete")>>\
<<run setup.Items.get("concrete").quantity += (_concreteRandom - 1)>>\
<</if>>\
Concrete Found: <<= _concreteRandom>>
<<else>>\
Concrete Found: 0
<</if>>\
\
<<if _nailRandom gt 4>> /* 60% chance */\
/* Get Nails */\
<<set _nailRandom to random(_nailMin, _nailCap)>>\
<<if $player.inventory.includes("nail")>>\
<<run setup.Items.get("nail").quantity += _nailRandom>>\
<<else>>\
<<run $player.inventory.add("nail")>>\
<<run setup.Items.get("nail").quantity += (_nailRandom - 1)>>\
<</if>>\
Nails Found: <<= _nailRandom>>
<<else>>\
<<if $player.inventory.includes("nail")>>\
<<run setup.Items.get("nail").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("nail")>>\
<</if>>\
Nails Found: 1
<</if>>\
\
<<if _woodRandom gt 4>> /* 60% chance */\
/* Get Wood */\
<<set _woodRandom to random(_woodMin, _woodCap)>>\
<<if $player.inventory.includes("wood")>>\
<<run setup.Items.get("wood").quantity += _woodRandom>>\
<<else>>\
<<run $player.inventory.add("wood")>>\
<<run setup.Items.get("wood").quantity += (_woodRandom - 1)>>\
<</if>>\
Wood Found: <<= _woodRandom>>
<<else>>\
Wood Found: 0
<</if>>\
\
<<if _longarmAmmoRandom gt 9>> /* 10% chance */\
/* Get Longarm Ammo */\
<<set _longarmAmmoRandom to random(_longarmAmmoMin, _longarmAmmoCap)>>\
<<if $player.inventory.includes("longarm_ammo")>>\
<<run setup.Items.get("longarm_ammo").quantity += _longarmAmmoRandom>>\
<<else>>\
<<run $player.inventory.add("longarm_ammo")>>\
<<run setup.Items.get("longarm_ammo").quantity += (_longarmAmmoRandom - 1)>>\
<</if>>\
Longarm Ammo Found: <<= _longarmAmmoRandom>>
<<else>>\
Longarm Ammo Found: 0
<</if>>\
\
<<if _sidearmAmmoRandom gt 9>> /* 10% chance */\
/* Get Sidearm Ammo */\
<<set _sidearmAmmoRandom to random(_sidearmAmmoMin, _sidearmAmmoCap)>>\
<<if $player.inventory.includes("sidearm_ammo")>>\
<<run setup.Items.get("sidearm_ammo").quantity += _sidearmAmmoRandom>>\
<<else>>\
<<run $player.inventory.add("sidearm_ammo")>>\
<<run setup.Items.get("sidearm_ammo").quantity += (_sidearmAmmoRandom - 1)>>\
<</if>>\
Sidearm Ammo Found: <<= _sidearmAmmoRandom>>
<<else>>\
Sidearm Ammo Found: 0
<</if>>\
\
\
\
\There are currently fourteen override variables that can be set before the <<include>> is called:
_batteryCap -is the maximum amount of batteries you can get from looting.
_hammerCap -is the maximum amount of hammers you can get from looting.
_nailCap -is the maximum amount of nails you can get from looting.
_woodCap -is the maximum amount of wood you can get from looting.
_concreteCap -is the maximum amount of concrete you can get from looting.
_longarmAmmoCap -is the maximum amount of longarm ammo you can get from looting.
_sidearmAmmoCap -is the maximum amount of sidearm ammo you can get from looting.
_batteryMin -is the minimum amount of batteries you can get from looting.
_hammerMin -is the minimum amount of hammers you can get from looting.
_nailMin -is the minimum amount of nails you can get from looting.
_woodMin -is the minimum amount of wood you can get from looting.
_concreteMin -is the minimum amount of concrete you can get from looting.
_longarmAmmoMin -is the minimum amount of longarm ammo you can get from looting.
_sidearmAmmoMin -is the minimum amount of sidearm ammo you can get from looting.<<set _metalRandom to random(1,10)>>\
<<set _electricalComponentRandom to random(1,10)>>\
<<set _toolKitRandom to random(1,10)>>\
\
/* Check for overrides */\
<<if not State.temporary.hasOwnProperty('metalCap')>>\
<<set _metalCap to 5>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('electricalComponentCap')>>\
<<set _electricalComponentCap to 5>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('toolKitCap')>>\
<<set _toolKitCap to 5>>\
<</if>>\
\
<<if not State.temporary.hasOwnProperty('metalMin')>>\
<<set _metalMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('electricalComponentMin')>>\
<<set _electricalComponentMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('toolKitMin')>>\
<<set _toolKitMin to 1>>\
<</if>>\
\
/* If you found items, add to inventory */\
<<if _metalRandom gt 4>> /* 60% chance */\
/* Get Metal */\
<<set _metalRandom to random(_metalMin, _metalCap)>>\
<<if $player.inventory.includes("metal")>>\
<<run setup.Items.get("metal").quantity += _metalRandom>>\
<<else>>\
<<run $player.inventory.add("metal")>>\
<<run setup.Items.get("metal").quantity += (_metalRandom - 1)>>\
<</if>>\
Metal Found: <<= _metalRandom>>
<<else>>\
<<if $player.inventory.includes("metal")>>\
<<run setup.Items.get("metal").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("metal")>>\
<</if>>\
Metal Found: 1
<</if>>\
\
<<if _electricalComponentRandom gt 7>> /* 30% chance */\
/* Get Electrical Components */\
<<set _electricalComponentRandom to random(_electricalComponentMin, _electricalComponentCap)>>\
<<if $player.inventory.includes("electrical_component")>>\
<<run setup.Items.get("electrical_component").quantity += _electricalComponentRandom>>\
<<else>>\
<<run $player.inventory.add("electrical_component")>>\
<<run setup.Items.get("electrical_component").quantity += (_electricalComponentRandom - 1)>>\
<</if>>\
Electrical Components Found: <<= _electricalComponentRandom>>
<<else>>\
Electrical Components Found: 0
<</if>>\
\
<<if _toolKitRandom gt 9>> /* 10% chance */\
/* Get Tool Kits */\
<<set _toolKitRandom to random(_toolKitMin, _toolKitCap)>>\
<<if $player.inventory.includes("tool_kit")>>\
<<run setup.Items.get("tool_kit").quantity += _toolKitRandom>>\
<<else>>\
<<run $player.inventory.add("tool_kit")>>\
<<run setup.Items.get("tool_kit").quantity += (_toolKitRandom - 1)>>\
<</if>>\
Tool Kits Found: <<= _toolKitRandom>>
<<else>>\
Tool Kits Found: 0
<</if>>\
\
\
\
\There are currently six override variables that can be set before the <<include>> is called:
_metalCap -is the maximum amount of metal you can get from looting.
_electricalComponentCap -is the maximum amount of electrical components you can get from looting.
_toolKitCap -is the maximum amount of tool kits you can get from looting.
_metalMin -is the minimum amount of metal you can get from looting.
_electricalComponentMin -is the minimum amount of electrical components you can get from looting.
_toolKitMin -is the minimum amount of tool kits you can get from looting.<<set _bandageRandom to random(1,10)>>\
<<set _antibioticRandom to random(1,10)>>\
<<set _firstAidKitRandom to random(1,10)>>\
<<set _batteryRandom to random(1,10)>>\
<<set _bottledWaterRandom to random(1,10)>>\
<<set _cannedGoodsRandom to random(1,10)>>\
<<set _condomRandom to random(1,10)>>\
<<set _longarmAmmoRandom to random(1,10)>>\
<<set _sidearmAmmoRandom to random(1,10)>>\
\
/* Check for overrides */\
<<if not State.temporary.hasOwnProperty('cannedGoodsCap')>>\
<<set _cannedGoodsCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('condomCap')>>\
<<set _condomCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('bottledWaterCap')>>\
<<set _bottledWaterCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('firstAidKitCap')>>\
<<set _firstAidKitCap to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('bandageCap')>>\
<<set _bandageCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('antibioticCap')>>\
<<set _antibioticCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('batteryCap')>>\
<<set _batteryCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('longarmAmmoCap')>>\
<<set _longarmAmmoCap to 5>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('sidearmAmmoCap')>>\
<<set _sidearmAmmoCap to 5>>\
<</if>>\
\
<<if not State.temporary.hasOwnProperty('cannedGoodsMin')>>\
<<set _cannedGoodsMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('condomMin')>>\
<<set _condomMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('bottledWaterMin')>>\
<<set _bottledWaterMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('firstAidKitMin')>>\
<<set _firstAidKitMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('bandageMin')>>\
<<set _bandageMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('antibioticMin')>>\
<<set _antibioticMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('batteryMin')>>\
<<set _batteryMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('longarmAmmoMin')>>\
<<set _longarmAmmoMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('sidearmAmmoMin')>>\
<<set _sidearmAmmoMin to 1>>\
<</if>>\
\
/* If you found items, add to inventory */\
<<if _cannedGoodsRandom gte 8>> /* 20% chance */\
/* Get Canned Goods */\
<<set _cannedGoodsRandom to random(_cannedGoodsMin, _cannedGoodsCap)>>\
<<if $player.inventory.includes("canned_goods")>>\
<<run setup.Items.get("canned_goods").quantity += _cannedGoodsRandom>>\
<<else>>\
<<run $player.inventory.add("canned_goods")>>\
<<run setup.Items.get("canned_goods").quantity += (_cannedGoodsRandom - 1)>>\
<</if>>\
Canned Goods Found: <<= _cannedGoodsRandom>>
<<else>> /* 100% chance */\
<<if $player.inventory.includes("canned_goods")>>\
<<run setup.Items.get("canned_goods").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("canned_goods")>>\
<</if>>\
Canned Goods Found: 1
<</if>>\
\
<<if _condomRandom gte 8>> /* 20% chance */\
/* Get Condoms */\
<<set _condomRandom to random(_condomMin, _condomCap)>>\
<<if $player.inventory.includes("condom")>>\
<<run setup.Items.get("condom").quantity += _condomRandom>>\
<<else>>\
<<run $player.inventory.add("condom")>>\
<<run setup.Items.get("condom").quantity += (_condomRandom - 1)>>\
<</if>>\
Condoms Found: <<= _condomRandom>>
<<else>>\
Condoms: 0
<</if>>\
\
<<if _bottledWaterRandom gt 8>> /* 20% chance */\
/* Get Bottled Water */\
<<set _bottledWaterRandom to random(_bottledWaterMin, _bottledWaterCap)>>\
<<if $player.inventory.includes("bottled_water")>>\
<<run setup.Items.get("bottled_water").quantity += _bottledWaterRandom>>\
<<else>>\
<<run $player.inventory.add("bottled_water")>>\
<<run setup.Items.get("bottled_water").quantity += (_bottledWaterRandom - 1)>>\
<</if>>\
Bottled Waters Found: <<= _bottledWaterRandom>>
<<else>>\
Bottled Waters Found: 0
<</if>>\
\
<<if _firstAidKitRandom gt 8>> /* 20% chance */\
/* Get First Aid Kits */\
<<set _firstAidKitRandom to random(_firstAidKitMin, _firstAidKitCap)>>\
<<if $player.inventory.includes("first_aid_kit")>>\
<<run setup.Items.get("first_aid_kit").quantity += _firstAidKitRandom>>\
<<else>>\
<<run $player.inventory.add("first_aid_kit")>>\
<<run setup.Items.get("first_aid_kit").quantity += (_firstAidKitRandom - 1)>>\
<</if>>\
First Aid Kits Found: <<= _firstAidKitRandom>>
<<else>>\
First Aid Kits Found: 0
<</if>>\
\
<<if _bandageRandom gt 8>> /* 20% chance */\
/* Get Bandages */\
<<set _bandageRandom to random(_bandageMin, _bandageCap)>>\
<<if $player.inventory.includes("bandage")>>\
<<run setup.Items.get("bandage").quantity += _bandageRandom>>\
<<else>>\
<<run $player.inventory.add("bandage")>>\
<<run setup.Items.get("bandage").quantity += (_bandageRandom - 1)>>\
<</if>>\
Bandages Found: <<= _bandageRandom>>
<<else>>\
<<if $player.inventory.includes("bandage")>>\
<<run setup.Items.get("bandage").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("bandage")>>\
<</if>>\
Bandages Found: 1
<</if>>\
\
<<if _antibioticRandom gt 8>> /* 20% chance */\
/* Get antibiotic */\
<<set _antibioticRandom to random(_antibioticMin, _antibioticCap)>>\
<<if $player.inventory.includes("antibiotic")>>\
<<run setup.Items.get("antibiotic").quantity += _antibioticRandom>>\
<<else>>\
<<run $player.inventory.add("antibiotic")>>\
<<run setup.Items.get("antibiotic").quantity += (_antibioticRandom - 1)>>\
<</if>>\
Antibiotics Found: <<= _antibioticRandom>>
<<else>>\
Antibiotics Found: 0
<</if>>\
\
<<if _batteryRandom gt 8>> /* 20% chance */\
/* Get Batteries */\
<<set _batteryRandom to random(_batteryMin, _batteryCap)>>\
<<if $player.inventory.includes("battery")>>\
<<run setup.Items.get("battery").quantity += _batteryRandom>>\
<<else>>\
<<run $player.inventory.add("battery")>>\
<<run setup.Items.get("battery").quantity += (_batteryRandom - 1)>>\
<</if>>\
Batteries Found: <<= _batteryRandom>>
<<else>>\
Batteries Found: 0
<</if>>\
\
<<if _longarmAmmoRandom gt 8>> /* 20% chance */\
/* Get Longarm Ammo */\
<<set _longarmAmmoRandom to random(_longarmAmmoMin, _longarmAmmoCap)>>\
<<if $player.inventory.includes("longarm_ammo")>>\
<<run setup.Items.get("longarm_ammo").quantity += _longarmAmmoRandom>>\
<<else>>\
<<run $player.inventory.add("longarm_ammo")>>\
<<run setup.Items.get("longarm_ammo").quantity += (_longarmAmmoRandom - 1)>>\
<</if>>\
Longarm Ammo Found: <<= _longarmAmmoRandom>>
<<else>>\
Longarm Ammo Found: 0
<</if>>\
\
<<if _sidearmAmmoRandom gt 8>> /* 20% chance */\
/* Get Sidearm Ammo */\
<<set _sidearmAmmoRandom to random(_sidearmAmmoMin, _sidearmAmmoCap)>>\
<<if $player.inventory.includes("sidearm_ammo")>>\
<<run setup.Items.get("sidearm_ammo").quantity += _sidearmAmmoRandom>>\
<<else>>\
<<run $player.inventory.add("sidearm_ammo")>>\
<<run setup.Items.get("sidearm_ammo").quantity += (_sidearmAmmoRandom - 1)>>\
<</if>>\
Sidearm Ammo Found: <<= _sidearmAmmoRandom>>
<<else>>\
Sidearm Ammo Found: 0
<</if>>\
\
\
\
\There are currently eighteen override variables that can be set before the <<include>> is called:
_cannedGoodsCap -is the maximum amount of canned goods you can get from looting.
_condomCap -is the maximum amount of condom you can get from looting.
_bottledWaterCap -is the maximum amount of bottled water you can get from looting.
_firstAidKitCap -is the maximum amount of first aid kits you can get from looting.
_bandageCap -is the maximum amount of bandages you can get from looting.
_antibioticCap -is the maximum amount of antibiotics you can get from looting.
_batteryCap -is the maximum amount of batteries you can get from looting.
_longarmAmmoCap -is the maximum amount of longarm ammo you can get from looting.
_sidearmAmmoCap -is the maximum amount of sidearm ammo you can get from looting.
_cannedGoodsMin -is the minimum amount of canned goods you can get from looting.
_condomMin -is the minimum amount of condom you can get from looting.
_bottledWaterMin -is the minimum amount of bottled water you can get from looting.
_firstAidKitMin -is the minimum amount of first aid kits you can get from looting.
_bandageMin -is the minimum amount of bandages you can get from looting.
_antibioticMin -is the minimum amount of antibiotics you can get from looting.
_batteryMin -is the minimum amount of batteries you can get from looting.
_longarmAmmoMin -is the minimum amount of longarm ammo you can get from looting.
_sidearmAmmoMin -is the minimum amount of sidearm ammo you can get from looting.<<set _antibioticRandom to random(1,10)>>\
<<set _bandageRandom to random(1,10)>>\
<<set _condomRandom to random(1,10)>>\
<<set _firstAidKitRandom to random(1,10)>>\
<<set _batteryRandom to random(1,10)>>\
<<set _bottledWaterRandom to random(1,10)>>\
<<set _cannedGoodsRandom to random(1,10)>>\
<<set _longarmAmmoRandom to random(1,10)>>\
<<set _sidearmAmmoRandom to random(1,10)>>\
\
/* Check for overrides */\
<<if not State.temporary.hasOwnProperty('cannedGoodsCap')>>\
<<set _cannedGoodsCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('condomCap')>>\
<<set _condomCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('bottledWaterCap')>>\
<<set _bottledWaterCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('firstAidKitCap')>>\
<<set _firstAidKitCap to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('antibioticCap')>>\
<<set _antibioticCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('bandageCap')>>\
<<set _bandageCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('batteryCap')>>\
<<set _batteryCap to 2>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('longarmAmmoCap')>>\
<<set _longarmAmmoCap to 5>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('sidearmAmmoCap')>>\
<<set _sidearmAmmoCap to 5>>\
<</if>>\
\
<<if not State.temporary.hasOwnProperty('cannedGoodsMin')>>\
<<set _cannedGoodsMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('condomMin')>>\
<<set _condomMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('bottledWaterMin')>>\
<<set _bottledWaterMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('firstAidKitMin')>>\
<<set _firstAidKitMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('antibioticMin')>>\
<<set _antibioticMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('bandageMin')>>\
<<set _bandageMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('batteryMin')>>\
<<set _batteryMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('longarmAmmoMin')>>\
<<set _longarmAmmoMin to 1>>\
<</if>>\
<<if not State.temporary.hasOwnProperty('sidearmAmmoMin')>>\
<<set _sidearmAmmoMin to 1>>\
<</if>>\
\
/* If you found items, add to inventory */\
<<if _cannedGoodsRandom gte 8>> /* 20% chance */\
/* Get Canned Goods */\
<<set _cannedGoodsRandom to random(_cannedGoodsMin, _cannedGoodsCap)>>\
<<if $player.inventory.includes("canned_goods")>>\
<<run setup.Items.get("canned_goods").quantity += _cannedGoodsRandom>>\
<<else>>\
<<run $player.inventory.add("canned_goods")>>\
<<run setup.Items.get("canned_goods").quantity += (_cannedGoodsRandom - 1)>>\
<</if>>\
Canned Goods Found: <<= _cannedGoodsRandom>>
<<else>> /* 100% chance */\
<<if $player.inventory.includes("canned_goods")>>\
<<run setup.Items.get("canned_goods").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("canned_goods")>>\
<</if>>\
Canned Goods Found: 1
<</if>>\
\
<<if _condomRandom gte 8>> /* 20% chance */\
/* Get Condoms */\
<<set _condomRandom to random(_condomMin, _condomCap)>>\
<<if $player.inventory.includes("condom")>>\
<<run setup.Items.get("condom").quantity += _condomRandom>>\
<<else>>\
<<run $player.inventory.add("condom")>>\
<<run setup.Items.get("condom").quantity += (_condomRandom - 1)>>\
<</if>>\
Condoms Found: <<= _condomRandom>>
<<else>>\
Condoms: 0
<</if>>\
\
<<if _bottledWaterRandom gt 8>> /* 20% chance */\
/* Get Bottled Water */\
<<set _bottledWaterRandom to random(_bottledWaterMin, _bottledWaterCap)>>\
<<if $player.inventory.includes("bottled_water")>>\
<<run setup.Items.get("bottled_water").quantity += _bottledWaterRandom>>\
<<else>>\
<<run $player.inventory.add("bottled_water")>>\
<<run setup.Items.get("bottled_water").quantity += (_bottledWaterRandom - 1)>>\
<</if>>\
Bottled Waters Found: <<= _bottledWaterRandom>>
<<else>>\
Bottled Waters Found: 0
<</if>>\
\
<<if _firstAidKitRandom gt 8>> /* 20% chance */\
/* Get First Aid Kits */\
<<set _firstAidKitRandom to random(_firstAidKitMin, _firstAidKitCap)>>\
<<if $player.inventory.includes("first_aid_kit")>>\
<<run setup.Items.get("first_aid_kit").quantity += _firstAidKitRandom>>\
<<else>>\
<<run $player.inventory.add("first_aid_kit")>>\
<<run setup.Items.get("first_aid_kit").quantity += (_firstAidKitRandom - 1)>>\
<</if>>\
First Aid Kits Found: <<= _firstAidKitRandom>>
<<else>>\
First Aid Kits Found: 0
<</if>>\
\
<<if _bandageRandom gt 8>> /* 20% chance */\
/* Get Bandages */\
<<set _bandageRandom to random(_bandageMin, _bandageCap)>>\
<<if $player.inventory.includes("bandage")>>\
<<run setup.Items.get("bandage").quantity += _bandageRandom>>\
<<else>>\
<<run $player.inventory.add("bandage")>>\
<<run setup.Items.get("bandage").quantity += (_bandageRandom - 1)>>\
<</if>>\
Bandages Found: <<= _bandageRandom>>
<<else>>\
<<if $player.inventory.includes("bandage")>>\
<<run setup.Items.get("bandage").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("bandage")>>\
<</if>>\
Bandages Found: 1
<</if>>\
\
<<if _antibioticRandom gt 4>> /* 60% chance */\
/* Get antibiotic */\
<<set _antibioticRandom to random(_antibioticMin, _antibioticCap)>>\
<<if $player.inventory.includes("antibiotic")>>\
<<run setup.Items.get("antibiotic").quantity += _antibioticRandom>>\
<<else>>\
<<run $player.inventory.add("antibiotic")>>\
<<run setup.Items.get("antibiotic").quantity += (_antibioticRandom - 1)>>\
<</if>>\
Antibiotics Found: <<= _antibioticRandom>>
<<else>>\
Antibiotics Found: 0
<</if>>\
\
<<if _batteryRandom gt 8>> /* 20% chance */\
/* Get Batteries */\
<<set _batteryRandom to random(_batteryMin, _batteryCap)>>\
<<if $player.inventory.includes("battery")>>\
<<run setup.Items.get("battery").quantity += _batteryRandom>>\
<<else>>\
<<run $player.inventory.add("battery")>>\
<<run setup.Items.get("battery").quantity += (_batteryRandom - 1)>>\
<</if>>\
Batteries Found: <<= _batteryRandom>>
<<else>>\
Batteries Found: 0
<</if>>\
\
<<if _longarmAmmoRandom gt 8>> /* 20% chance */\
/* Get Longarm Ammo */\
<<set _longarmAmmoRandom to random(_longarmAmmoMin, _longarmAmmoCap)>>\
<<if $player.inventory.includes("longarm_ammo")>>\
<<run setup.Items.get("longarm_ammo").quantity += _longarmAmmoRandom>>\
<<else>>\
<<run $player.inventory.add("longarm_ammo")>>\
<<run setup.Items.get("longarm_ammo").quantity += (_longarmAmmoRandom - 1)>>\
<</if>>\
Longarm Ammo Found: <<= _longarmAmmoRandom>>
<<else>>\
Longarm Ammo Found: 0
<</if>>\
\
<<if _sidearmAmmoRandom gt 8>> /* 20% chance */\
/* Get Sidearm Ammo */\
<<set _sidearmAmmoRandom to random(_sidearmAmmoMin, _sidearmAmmoCap)>>\
<<if $player.inventory.includes("sidearm_ammo")>>\
<<run setup.Items.get("sidearm_ammo").quantity += _sidearmAmmoRandom>>\
<<else>>\
<<run $player.inventory.add("sidearm_ammo")>>\
<<run setup.Items.get("sidearm_ammo").quantity += (_sidearmAmmoRandom - 1)>>\
<</if>>\
Sidearm Ammo Found: <<= _sidearmAmmoRandom>>
<<else>>\
Sidearm Ammo Found: 0
<</if>>\
\
\
\
\There are currently eighteen override variables that can be set before the <<include>> is called:
_cannedGoodsCap -is the maximum amount of canned goods you can get from looting.
_condomCap -is the maximum amount of condom you can get from looting.
_bottledWaterCap -is the maximum amount of bottled water you can get from looting.
_firstAidKitCap -is the maximum amount of first aid kits you can get from looting.
_bandageCap -is the maximum amount of bandages you can get from looting.
_antibioticCap -is the maximum amount of antibiotics you can get from looting.
_batteryCap -is the maximum amount of batteries you can get from looting.
_longarmAmmoCap -is the maximum amount of longarm ammo you can get from looting.
_sidearmAmmoCap -is the maximum amount of sidearm ammo you can get from looting.
_cannedGoodsMin -is the minimum amount of canned goods you can get from looting.
_condomMin -is the minimum amount of condom you can get from looting.
_bottledWaterMin -is the minimum amount of bottled water you can get from looting.
_firstAidKitMin -is the minimum amount of first aid kits you can get from looting.
_bandageMin -is the minimum amount of bandages you can get from looting.
_antibioticMin -is the minimum amount of antibiotics you can get from looting.
_batteryMin -is the minimum amount of batteries you can get from looting.
_longarmAmmoMin -is the minimum amount of longarm ammo you can get from looting.
_sidearmAmmoMin -is the minimum amount of sidearm ammo you can get from looting.<<set setup.events.returnHome = [
{
requires: '$PlayerSettlement is "suburbiaSettlement"',
chance: 100,
link: "suburbiaSettlement"
},
{
requires: '$PlayerSettlement is "farmSettlement"',
chance: 100,
link: "farmSettlement"
},
{
requires: '$PlayerSettlement is "themeParkSettlement"',
chance: 100,
link: "themeParkSettlement"
},
{
requires: '$katy.isPregnant and not $katy.hasFlag("announced")',
override: true,
link: "Katy Pregnant 1"
}
]>><<set setup.events.zombieFightEvents = [
{
requires: 'setup.Items.get("longarm_ammo").quantity gte 1 and $player.bodySlotWeapon is "rifle"',
chance: 100,
link: "Zombie Fight Longarm 1"
},
{
requires: 'setup.Items.get("longarm_ammo").quantity gte 1 and $player.bodySlotWeapon is "rifle"',
chance: 100,
link: "Zombie Fight Longarm 2"
},
{
requires: 'setup.Items.get("longarm_ammo").quantity lte 0 and $player.bodySlotWeapon is "rifle"',
chance: 100,
link: "Rifle Click Zombie 1"
},
{
requires: 'setup.Items.get("sidearm_ammo").quantity gte 1 and $player.bodySlotWeapon is "pistol"',
chance: 100,
link: "Zombie Fight Sidearm 1"
},
{
requires: 'setup.Items.get("sidearm_ammo").quantity gte 1 and $player.bodySlotWeapon is "pistol"',
chance: 100,
link: "Zombie Fight Sidearm 2"
},
{
requires: 'setup.Items.get("sidearm_ammo").quantity lte 0 and $player.bodySlotWeapon is "pistol"',
chance: 100,
link: "Pistol Click Zombie 1"
},
{
requires: '$player.bodySlotWeapon is "baseball_bat"',
chance: 100,
link: "Zombie Fight Baseball Bat 1"
},
{
requires: '$player.bodySlotWeapon is "machete" or $player.bodySlotWeapon is "badass_machete"',
chance: 100,
link: "Zombie Fight Machete 1"
},
{
requires: '$player.bodySlotWeapon is "axe"',
chance: 100,
link: "Zombie Fight Axe 1"
},
{
requires: '$player.bodySlotWeapon is "sledgehammer"',
chance: 100,
link: "Zombie Fight Sledgehammer 1"
},
{
requires: '$player.bodySlotWeapon is "sledgehammer"',
chance: 100,
link: "Zombie Fight Sledgehammer 2"
},
{
requires: '$player.bodySlotWeapon is "nothing"',
chance: 100,
link: "Zombie Fight Fists 1"
},
{
requires: 'not setup.locations[$location].region is "Theme Park" and $player.bodySlotWeapon is "nothing"',
chance: 100,
link: "Zombie Fight Fists 2"
}
]>><<set $random to random(1,5)>>\
<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
Raising your rifle, you sight down the barrel. Your finger caresses the trigger, the cold steel comfortable to the touch.
Then the moment arrives, the zombie taking another step, your sights lining up directly between its eyes as you pull the trigger.
The gun's retort seems to echo, and you instinctively know that the sound will carry for miles.
As you watch, the zombie sort of wavers, tries to take one more step, then falls limply to the ground.
Pleased with the results, you scan the area one more time before moving toward the body, wondering if you will find anything useful.
A couple minutes later, you grin to yourself, stuffing what you found into your bag.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
Raising your rifle, you sight down the barrel. Your finger brushes lightly against the trigger, the cold steel making you intimately aware of the nature of what you hold in your hands.
Then the moment arrives, the zombie taking another step, placing its head right in your sights.
The gun's retort seems to echo, and you know deep down that the sound will carry for miles.
As you watch, the zombie sort of wavers, its head turning to one side as it attempting to understand how half of its face is missing, then staggers in its next step.
Already starting to fall, the zombie takes another step that only expedites its fall.
When it hits the ground, it sort of moves, but lacks any coordination as it flails about for a few more seconds before finally growing still.
Seeing that it's down, but not trusting that it isn't still at least partially mobile, you start to move away from the area before the sound of your gunshot can draw any unwanted attention.
<<set $CommonZombieKill += 1>>\
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
Raising your rifle, you sight down the barrel. Your finger brushes against the trigger, the cold steel resting heavily in your hands.
Twice you prepare to squeeze the trigger only for the staggering zombie to suddenly shift in a way that throws your aim off.
Sooner than you would have liked, the zombie is close. Realizing that the situation is about to change drastically, you decide that it may be best to withdraw rather than deal with the zombie in melee combat.
Letting out a breath you didn't realize you were holding, you scramble back a few steps as you try to put some distance between you and the zombie.
When you have a second, you scan the area, realizing that more zombies have arrived.
Not liking the shifting odds, you decide that withdrawing might be the best option at present.
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
Raising your rifle, you sight down the barrel. Your finger brushes against the trigger as you focus on the zombie approaching.
The gun's retort is loud in your ears, making them ring, but your attention remains on the approaching zombie.
Now with a large hole in its chest, it still continues toward you undaunted.
Then the zombie is on you and you're fighting for your life. The zombie clutches at you, its teeth inches from your shoulder and its rancid smell making you want to gag.
There's a sharp pain in your arm that sends a momentary panic through you, but you're too busy trying to get it off of you to think on it for long.
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
You're finally able to push the zombie away far enough to bring your rifle to bear once more. This time, whether it be from luck, or desperation driven skill, the side of the zombie's head vanishes in a spray of gore.
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
Managing to slip free of the zombie, you bring the rifle to bear once more, a grim smile forming on your lips.
Then you pull the trigger, the click as the hammer drops on an empty chamber is almost deafening, and in an act of sheer desperation you swing the rifle at the zombie, hitting it full force in the head.
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
\
Like a puppet who's strings were cut, the zombie crumples to the ground.
<<includeevent setup.events.armorArrayZ>>
\
Sighing, you turn your attention back to your surroundings, realizing it's time to leave before more zombies can show up, drawn by the sound of your gunshots.
<<set $CommonZombieKill += 1>>\
<<else>>\
You nearly fumble your rifle as you bring it to bear, costing you precious seconds that the zombie uses to close the gap with you.
Frantically, you bring the rifle to bear, only to be knocked back as the zombie slams into you.
The next few seconds are a tangle of limbs, gnashing teeth, and grunts of exertion.
It's not until you are able to push the thing away and get back to your feet that you realize that your side hurts.
Staggering back, you make sure to put plenty of space between yourself and the zombie before it can get back to its feet, only then letting thoughts of the potential bite move to the forefront of your mind.
<<includeevent setup.events.armorArrayZ>>
\
When you look back at the zombie, you see it moving toward you once more. Then a second zombie catches your peripheral vision.
Realizing that another wrong move could easily cost you your life, you decide it would be best to withdraw for the time being.
With that realization firmly in your mind, you start to put distance between you and the threat.
<</if>>\
\
\
\
\<<set $random to random(1,5)>>\
<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
The rifle rests snugly as you nest it against your shoulder. One eye drifting closed as you look down the sights with the other.
It only takes a heartbeat to center your shot, your finger caressing the trigger.
The rifle kicks, thumping you in the shoulder hard, but you barely even notice.
Across from you, the zombie that you were aiming at has one less eye. One hand comes up almost like it's trying to inspect the wound, but even as it does so you can see its legs giving out, its face going slack as it crumples to the ground.
Realizing you almost certainly have time before others arrive, drawn by the sound of your gunshot, you move toward the zombie, wondering if they might have been carrying something useful when they died.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
The rifle feels snug as you nest it against your shoulder. One eye drifting closed as you look down the sights with the other.
You take your time, centering your shot before allowing your finger to caress the trigger.
The rifle kicks, thumping you in the shoulder hard, but you barely allow yourself to notice.
Across from you, the zombie that you were aiming at is missing part of its skull, a perfect little hole in the front and a mess in the back. One hand comes up almost like it's trying to inspect the wound, but even as it does so you can see its legs giving out, its face going slack as it crumples to the ground.
Satisfied with your kill, you slip away before any more can arrive.
<<set $CommonZombieKill += 1>>\
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
The rifle feels heavy in your hands as you raise it to your shoulder, you readjust, then realize that the zombie you had intended to shoot is much closer than it was before.
Not wanting to risk getting bit while lining up your shot, you start to withdraw.
The zombie flails its arms in front of itself, but its reach is far short of you. Even so, you backpedal a few more steps before you start to feel safe again.
You're just preparing to raise the gun for another shot when you see two more zombies wander into view.
<<talk "thought">>Shooting this one will draw the others. I gain nothing but a used bullet by shooting it now.<</talk>>\
Turning on your heel, you outpace the zombie until you it is far behind you.
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
The rifle feels heavy in your hands as you raise it to your shoulder, you readjust, then realize that the zombie you had intended to shoot is much closer than it was before.
Then it's on you, its clumsy arms trying to grasp at you. You try to back away, but end up tripping on something, both you and the zombie going down in a heap.
You feel pressure, then pain on your arm, but you don't give yourself time to even think about that. Instead, you shove the zombie to one side, then swing the rifle around. At point-blank range, you don't even have to aim. You pull the trigger, and the soft gooey contents of its skull splatter the ground behind it.
With adrenaline forcing your heart to race, you step back a couple of paces so the zombie's stench isn't so strong.
<<includeevent setup.events.armorArrayZ>>
\
Your eyes return to the zombie one last time, then you turn to leave, taking note of the fact several more zombies have drifted into the area, almost certainly drawn by the gunshot.
Turning on your heel, you leave the area before any more can arrive.
\
<<set $CommonZombieKill += 1>>\
<<if setup.Items.get("longarm_ammo").quantity gt 1>>\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("longarm_ammo")>>\
<</if>>\
<<else>>\
The rifle feels heavy in your hands as you raise it to your shoulder, you readjust, then realize that the zombie you had intended to shoot is much closer than it was before.
Then it's on you, its clumsy arms trying to grasp at you. You try to back away, but end up tripping on something, both you and the zombie going down in a heap.
You feel pressure, then pain on your arm, but you don't give yourself time to even think about that. Instead, you shove the zombie to one side, then swing the rifle around. Unfortunately the zombie is already lunging at you a second time.
This time you barely dodge it, and concerned that the zombie nearly bested you twice, you rapidly back away from it.
You're just ready to raise your rifle for another shot when you notice that your scuffle has drawn the attention of several more zombies.
Grimly, you put a little more distance between you and the zombies, wary of additional threats.
<<includeevent setup.events.armorArrayZ>>
\
Your eyes return to the zombies one last time, then you turn to leave, taking note of the fact several more zombies have drifted into the area, giving you little choice but to flee.
Turning on your heel, you leave the area before any more can arrive.
<</if>>\
\
\
\
\<<set $random to random(1,5)>>\
<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
Holding your pistol in a two handed grip, you take careful aim at the zombie shambling toward you.
Your finger caresses the trigger, then there's a retort as the weapon fires.
Across from you, the zombie takes one more step before you notice the hole right at its hairline. Then as if that is its cue, it crumples to the ground.
With no sign of life from the zombie, you quickly move forward to search it in case there's anything of value on it.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
Holding your pistol in a two handed grip, you center it on the zombie shambling toward you.
Your finger gently tugs the trigger, then there's a retort as the weapon fires.
Across from you, the zombie takes one more step before you notice the hole along the side of its scalp. For a second you think you didn't kill it, but as if that thought was its cue, it crumples to the ground.
With no sign of life from the zombie, you scan the area for other threats before moving away from the corpse.
\
<<set $CommonZombieKill += 1>><<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
Taking a two handed grip on your pistol, you take aim at the zombie shambling toward you. Unfortunately you don't have as much time to take the shot as you would like and see it stagger a step as the bullet slams into its shoulder.
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\<<if setup.Items.get("sidearm_ammo").quantity gte 1>>Adjusting your aim, you force yourself to take a deep breath before squeezing the trigger a second time. This time the shot punches a hole in its face. The zombie sort of wavers like it has forgotten how to complete the step it is taking, then seems to freeze up as it falls to one side.<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>><<else>>Pulling the trigger a second time, you feel a split second of panic as the gun clicks instead of firing.
<<talk "thought">>Shit, out of ammo.<</talk>>\
Backing away a few paces, you maintain your distance from the zombie until you decide it would be best to simply slip away before more can arrive.
<</if>>
A minute later, you've left the scene behind and are planning what you want to do next.
\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
Taking a two handed grip on your pistol, you take aim at the zombie shambling toward you. Unfortunately you don't have as much time to take the shot as you would like and see it stagger a step as the bullet slams into its shoulder.
<<run setup.Items.get("sidearm_ammo").quantity -= 1>><<if setup.Items.get("sidearm_ammo").quantity gte 1>>Adjusting your aim, you force yourself to take a deep breath before squeezing the trigger a second time.
There's an awful heartbeat where you realize that you missed it entirely, then the zombie is lunging for you.<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>><<else>>Pulling the trigger a second time, you feel a split second of panic as the gun clicks instead of firing.
<<talk "thought">>Shit, out of ammo.<</talk>>\
Then the zombie is lunging for you.
<</if>>You try to scramble back, but you're too slow. The zombie slams into you, its arms trying to grasp you. During your struggle, you feel a sharp pain in your side, then you're free and scrambling to put some distance between you and the zombie. You don't stop until you start to feel safe.
<<includeevent setup.events.armorArrayZ>>
\
A minute later, you're watching your surroundings, trying to put more distance between yourself and the zombie that attacked you.
\
<<else>>\
You hastily take aim at the zombie shambling toward you. Unfortunately you don't have as much time to take the shot as you would like and see it stagger a step as the bullet slams into its shoulder.
Then the zombie is lunging for you.
You try to scramble back, but you're too slow. The zombie slams into you, its arms trying to grasp you. During your struggle, you feel a sharp pain in your side, then you're free and scrambling to put some distance between you and the zombie. You don't stop until you start to feel safe.
<<includeevent setup.events.armorArrayZ>>
\
A minute later, you're watching your surroundings, trying to put more distance between yourself and the zombie that attacked you.
\
<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>>\
<</if>>\
\
\
\
\<<set $random to random(1,5)>>\
<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
Your pistol feels good in your hand, natural as you raise it toward the zombie staggering toward you. Centering the barrel on the zombie's head, you pull the trigger.
The zombie's head cocks back as the bullet strikes, toppling the zombie over backward.
You can feel the corner of your mouth tick upward as you admire how perfect the shot was.
Kicking the zombie once to make sure it's still, you set yourself to searching it for anything you can use while holding your breath to ward off the sickly sweet stench of rotting flesh.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>><<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
Your pistol is heavy in your hand, yet comfortable as you raise it toward the zombie staggering toward you. Centering the barrel on the zombie's head, you pull the trigger.
The zombie cocks its head to one side as you hit it off center. For a heartbeat you think you didn't kill it, but it spins part way around before crumbling to the ground.
You feel just a hint or relief at knowing it's down.
Kicking the zombie once to make sure it's still, you then take a couple of steps back to assess the situation.
\
<<set $CommonZombieKill += 1>><<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
Your pistol is heavy in your hand, yet comfortable as you raise it toward the zombie staggering toward you. Centering the barrel on the zombie's head, you pull the trigger.
The zombie sort of misses a step as the bullet hits it square in the chest.
Then you notice a second zombie, and a third, both at the edge of your vision.
<<talk "thought">>Not worth the risk, or the ammo.<</talk>>\
You think to yourself as you extract yourself from the situation before it can become unmanageable.
\
<<set $CommonZombieKill += 1>><<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>>\
\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
Raising your pistol, you quickly snap off a shot. Unfortunately, your shot goes wide, missing your intended target.
Then the zombie lunges, knocking your aim off as you pull the trigger a second time.
<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>><<if setup.Items.get("sidearm_ammo").quantity gte 1>>With no time to aim, and being knocked off balance, the second shot goes wild. You don't even know which direction it goes in.
<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>><<else>>The click of the hammer falling is deafening in its own way, making you all too aware that you're out of bullets.
<</if>>Before you know what's happening, you're on the ground, struggling to get the zombie off of you. Exertion, pain, panic, and gnashing teeth fill your world
\
You aren't even sure how you got free of the thing, but then you're staggering away, the zombie still laying on the ground.
As you realize that the zombie is still, your eyes narrow suspiciously, unsure of how you managed to kill it during the scuffle.
<<includeevent setup.events.armorArrayZ>>
\
With one final glance at the corpse, you look around warily before leaving the area.
<<set $CommonZombieKill += 1>>\
<<else>>\
Raising your pistol, you quickly snap off a shot. Unfortunately, your shot goes wide, missing your intended target.
Then the zombie lunges, knocking your aim off as you pull the trigger a second time.
<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>><<if setup.Items.get("sidearm_ammo").quantity gte 1>>With no time to aim, and being knocked off balance, the second shot goes wild. You don't even know which direction it goes in.
<<if setup.Items.get("sidearm_ammo").quantity gt 1>>\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<<else>>\
<<run $player.inventory.remove("sidearm_ammo")>>\
<</if>><<else>>The click of the hammer falling is deafening in its own way, making you all too aware that you're out of bullets.
<</if>>Before you know what's happening, you're on the ground, struggling to get the zombie off of you. Exertion, pain, panic, and gnashing teeth fill your world
\
You aren't even sure how you got free of the thing, but then you're staggering away, the zombie still trying to get back up behind you.
<<includeevent setup.events.armorArrayZ>>
\
With the zombie from before back on its feet and shambling your way, you hastily leave the area.
\
<</if>>\
\
\
\
\<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>Gripping the baseball bat in a two handed grip, you wind up and swing.
The bat connects with the side of the zombie's head with such force that it staggers, the air filled with the sound of cracking bone from the force of the blow.
With one side of its head caved in, and one eye threatening to burst from its socket, the zombie crumples to the ground.
Taking the opportunity to search it, you keep half an eye on your surroundings while checking pockets for anything you might be able to use.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>Gripping the baseball bat in a two handed grip, you wind up and swing.
The bat connects with the side of the zombie's head with bone crunching force.
You watch as it turns its head away from you, part of its skull caved in. For a second it reaches about as if searching for a chair to sit in before it simply goes limp and stops moving.
Somewhere, though you can't figure out exactly where, you can hear the sound of at least one more zombie lurking.
With that in mind, you warily back away from the fallen zombie.
<<set $CommonZombieKill += 1>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>Bat in hand, you bring it down in a downward arc on the zombie's head.
Only, instead of the bone crunching impact you were hoping for, it instead seems to bounce off the zombie's head.
Then the zombie is inside of your swing and you're backpedaling in the hopes of gaining some space. The zombie's hand manages to grasp your arm, then with its newfound purchase, pulls itself toward you even as you stumble half a step toward it.
The next few seconds are a blur of teeth, grunts, and trying to scramble to keep the zombie at arms reach. Something you only partially accomplish.
Feeling something clamp down on your shoulder, a newfound surge of adrenaline drives you to shove the zombie harder than before, finally buying you enough time to catch it across the face with the baseball bat.
It seems to sputter blood, gurgles, then slumps to the ground.
Taking deep breaths, you start trying to get your pulse back under control.
<<includeevent setup.events.armorArrayZ>>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>Stepping into your swing, you hit the zombie across the chest with your baseball bat. It sort of loses half a step but shows no sign of otherwise being affected by the attack.
Taking a step back to give yourself more room to swing, you catch it in the arm.
You have a fraction of a second to wonder if it blocked you on purpose or if it was by chance, then it makes a low hissing sound and shambles faster toward you.
<<talk "thought">>Fuck this.<</talk>>\
Unsure of the aberrant behavior, you back away until you feel a little safer, then pivot and quicken your pace to make your escape.
<<else>>Swinging your baseball bat at the zombie, you hit it in the head, the baseball bat vibrating so hard in your hands that you nearly drop it.
For that split second, you're focused on not dropping your bat.
That proves all the time the zombie needs. Seemingly unfazed by your attack, it lunges at you, the bony fingers of one hand grabbing you by the throat while the other latches onto your arm.
Then its lips part, baring remarkably white teeth and rancid breath as it leans in to bite.
You struggle to no avail, its teeth finding your shoulder. It clamps down hard, and in desperation you begin hitting the zombie on the side of the head until you knock it loose.
Scrambling away from the thing, you frantically put some distance between you before you allow yourself to slow.
<<includeevent setup.events.armorArrayZ>><</if>>\
\
\
\
\<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>The Machete feels good in your hand, the weight feeling natural as the blade arcs through the air toward your target.
You're pleased as the blade cuts deep, slicing through the zombie's throat and nearly severing its spine before the bone stops it.
For half a second the zombie stands there, then all at once it goes limp, crumbling to the ground.
Taking the opportunity, you begin to search the zombie for anything of use.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>With the comforting weight of the machete in your hand, you allow the zombie to approach. As soon as it is close enough, you sidestep, swinging your machete at its neck.
The blade bites into its spine, but clearly strikes bone rather than the spaces in between. It must do something though because the zombie sort of swoons like it's drunk.
Taking advantage of the situation, you take a second swing. This time you sever the spinal column and nearly separate its head fully from its shoulders.
The zombie's arms fall limp to its side even as it takes one more unsteady step before sagging to its knee, then its other leg moves but doesn't really go anywhere before it slumps to the ground.
<<set $CommonZombieKill += 1>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>When the zombie approaches, you step into your swing. You catch the zombie just below the ear on one side, opening a furrow in its cheek that sags to reveal the teeth within.
You're just preparing to take another swing when the zombie stumbles one step to the side, causing you to glance the blade off its skull instead of landing the kill shot you were hoping for.
Then it's too close to take another swing.
Instinctively you try to ward it off with your arm, then realize your mistake too late as its teeth clamp down on your forearm with painful force.
Adjusting your grip on the machete, you aim for its face and burying the blade through its nose into its brain.
The pressure on your arm lightens slowly, then its mouth pulls free as it slumps to the ground.
<<includeevent setup.events.armorArrayZ>>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>The zombie proves itself quicker than many of its ilk, closing the distance between you faster than you would have normally expected.
One second to the next you find yourself to be the hunted rather than the hunter, your rapid strikes with the machete cutting its flesh but doing no real damage that will stop it.
Wary of its speed, you withdraw to a safe distance, not wanting to risk injury just to down the living corpse.
<<else>>Your first swing is wild, glancing off the zombie's shoulder ineffectively.
Then it's too close to take another swing.
Instinctively you try to ward it off with your arm, then realize your mistake too late as its teeth clamp down on your forearm with painful force.
Adjusting your grip on the machete, you aim for its face and manage to wedge it between its teeth, leveraging the blade to free your arm from its bite.
Backpedaling, pulse pounding in your ears, you put some distance between you and the zombie rather than risk being on the receiving end again.
<<includeevent setup.events.armorArrayZ>><</if>>\
\
\
\
\<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>Your eyes flicker to each side one last time to ensure there are no other dangers you haven't seen, then you bring the axe up and over in a powerful swing.
The blade of the axe buries itself in the zombie's skull, splitting it like an over ripe melon.
As the zombie topples, it makes a little gurgling groan before hitting the ground.
For several seconds, you stand over it, watching for any sign that it might not be down for good, but it remains still.
Realizing that you have a minute, you begin to search the zombie in the hopes that it might have been carrying something of use when it died.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>Your eyes shift from side to side one last time to ensure there are no other dangers you haven't yet noticed, then you bring the axe up and over in a powerful swing.
The blade of the axe intersects the zombie's head. Not quite straight, causing the blade to glance off to one side, but straight enough to take a large part of the skull with it.
It stumbles one more step, then tilts its head to one side as if contemplating the missing section of skull and the clearly missing piece of brain underneath.
Then its body goes rigid and it falls backward, landing on its back where it sort of flops around.
<<talk "thought">>Must have hit something associated with motor functions.<</talk>>
You think as your axe comes down on its face to finish what your first swing started.
<<set $CommonZombieKill += 1>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>Hefting the axe, you bring it up and over in a swing intended to down the zombie in a single strike, unfortunately the blade glances off its skull, causing it to stagger a step but hardly even slowing its advance.
Without room to take another swing, you back up a couple of steps, barely gaining any distance on the zombie before you try to take another swing.
This time, you angle the axe so it hits just above one eye. The blade bites deep, but the zombie keeps advancing. You feel its outstretched arms grasping at your forearms, but the length of the axe handle helps to keep it from getting a grip on you.
Unfortunately, that extra distance also forces you into a position where your immediate means of downing the zombie is also your current means of keeping it out of biting distance.
It forces you back another step, and it quickly dawns on you that you can't retreat forever.
Sidestepping, you yank the axe free of its head, causing it to stagger several steps, . . . plenty of time to pivot and swing the axe at its neck.
The blade bites deep into its spine, and it instantly goes limp as it falls to the ground.
<<set $CommonZombieKill += 1>><<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>Swinging your axe, you hit the zombie in the head taking a chunk of scalp with it and revealing the skull beneath.
The zombie staggers to one side from the force of the blow, but it shows no further sign that it even acknowledges the blow.
You pivot as you prepare to take another swing, but the zombie proves just a little quicker. It stumbles inside of your swing and in a fraction of a second you are fighting for your life as its teeth chomp at the air just inches from your face.
With every ounce of your strength, you shove the zombie, but not before you feel its fingers close around your arm.
When it gnashes its teeth again, you feel pressure on your arm, but you don't have time to look and see if it managed to do any damage or not. Instead you rip your arm free and swing the axe crossways at the zombie.
You catch it in the hip, breaking the bone and sending the zombie falling to the ground.
With the zombie at your mercy, you bury the axe blade in its head, pull it free and do it again.
It finally stills.
<<includeevent setup.events.armorArrayZ>>
\
<<else>>Swinging your axe, you hit the zombie in the head taking a chunk of scalp with it and revealing the skull beneath.
The zombie barely even staggers from the force of the blow. Then it turns its head toward you and advances again, far too suddenly to counter.
Then you're in a fight for your life as its teeth chomp at the air just inches from your face.
With every ounce of your strength, you shove the zombie, but not before you feel its fingers close around your arm.
When it gnashes its teeth again, you feel pressure on your arm, but you don't have time to look and see if it managed to do any damage or not. Instead you rip your arm free and swing the axe crossways at the zombie.
The blade bites into its hip, but doesn't seem to even slow it.
Then it's inside your reach again and you're scrambling to get away.
<<talk "thought">>Not worth it.<</talk>>\
You think grimly, the pain in your arm starting to demand your attention.
It takes nearly a minute to put a comfortable amount of distance between you and the zombie.
<<includeevent setup.events.armorArrayZ>><</if>>\
\
\
\
\<<set $random to random(1,5)>>\
<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
Hefting your sledgehammer, you raise it above your head then bring it down in a powerful arc just in time to intersect the zombie's head.
For just a split second you think the zombie is shorter, but it turns out that your single blow drove the zombie to its knees.
You think it's going to take a second hit to put the zombie down, but the moment you pull the hammer from the newly formed crater in its head, it slumps and pitches forward.
Satisfied that it's dead, you spend a moment searching the body.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
Hefting your sledgehammer, you raise it above your head then bring it down in a long arc to intersect the zombie's head.
You don't hit it perfectly, the hammer glancing off the head, but it's still enough to snap its neck and cause it to fall limply to the ground at your feet.
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
Hefting the sledgehammer, its weight causes you to shift your stance slightly.
Unfortunately for you, the time it takes for you to readjust allows the zombie to draw close enough that you aren't confident of your swing. So instead of attacking, you step rapidly to the side, forcing the zombie to turn to face you once more. That moment gives you the time you need to take a proper swing that caves in the side of the zombie's head.
Even that doesn't prove enough to finish it off. You take a few steps to put distance between you and the zombie again, then a final swing catches it in the jaw, twisting its head to an unnatural angle before it falls to the ground dead.
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
The hammer in your hands is heavy, and while it's an effective weapon against the undead, it's much less useful when an enemy gets too close.
This just so happens to become one of those times as the zombie lunges at you at the last possible moment.
In the span of a heartbeat, you go from preparing to kill the zombie in a single savage strike, to struggling to keep the zombie out of biting distance.
The zombie flails at you, teeth clicking at it tries to bite you. The only thing between you and it is the handle of the sledgehammer, and the zombie's unnatural strength is slowly but surely gaining the upper hand.
Desperately, you shift your grip and shove. Sending the zombie staggering to the side.
But not before its teeth find your shoulder.
Frustration and anger surge through you as you raise the sledgehammer and bring it down in a swing that you put your whole body behind.
The blow glances off the side of its head, then into its neck. The force of the blow nearly ripping its head from its shoulders.
<<includeevent setup.events.armorArrayZ>>
\
Taking a step away from the corpse, you decide to slip away to reassess your plans.
\
<<set $CommonZombieKill += 1>>\
<<else>>\
The hammer in your hands is heavy, and while it's an effective weapon against the undead, it's much less useful when an enemy gets too close.
This just so happens to become one of those times as the zombie lunges at you at the last possible moment.
In the span of a heartbeat, you go from preparing to kill the zombie in a single savage strike, to struggling to keep the zombie out of biting distance.
The zombie flails at you, teeth clicking at it tries to bite you. The only thing between you and it is the handle of the sledgehammer, and the zombie's unnatural strength is slowly but surely gaining the upper hand.
Desperately, you shift your grip and shove. Sending the zombie staggering to the side.
But not before its teeth find your shoulder.
Startled, and with adrenaline surging through your veins, you decide to withdraw to safety rather than risk getting bit again.
<<includeevent setup.events.armorArrayZ>>
\
You don't even look back as you leave the area.
<</if>>\
\
\
\
\<<set $random to random(1,5)>>\
<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
With a little grin, you bring the sledgehammer up and over in a mighty arc that ends at the zombie's head.
The head of the hammer passes through the skull, continuing down into the neck and sending chunks of meat, bone, and gray matter flying in every direction like an exploding over ripe melon.
You half laugh at the unexpected mess, half gag at the smell.
Staggering away a few paces, you allow yourself a moment to recover from the smell before venturing back to see if there is anything of value on the body.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
With a little grunt, you bring the sledgehammer up and over in a mighty arc that ends at the zombie's head.
The head of the hammer busts through the top of the skull and buries itself in the zombie's brain before the momentum is halted.
Gray matter, flesh and bone, fly everywhere like a kid jumping in a puddle, spraying the entire area in bits and pieces of foul smelling gore.
You nearly lose your grip on the sledgehammer as the zombie goes down with the head of the hammer still stuck in its skull.
Staggering away a few paces, you allow yourself a moment to recover from the smell before moving away.
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
Hefting your sledgehammer, you barely start to raise it before you realize you'll never swing in time. Instead, you back off, trying to put enough distance between you to be safe.
Only, the zombie proves slightly faster than most.
Growing frustrated with your inability to get the upper hand, you decide it's simply not worth the effort.
<<talk "thought">>No loot, one more zombie kill isn't worth the risk.<</talk>>\
Grimacing to yourself, you focus on outpacing the zombie until you lose sight of it.
\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
Your sledgehammer comes up, but not before the zombie shambles its way too close to swing it.
Instead, you switch tactics, allowing the head to drop as you use it to create momentum for the handle. The end of the handle hits the zombie in the jaw with a satisfying 'thunk' but it barely staggers it.
The very next second has the zombie lunging at you. You instinctively raise your arm to ward it off, only to feel its teeth clamp down on your arm.
With your hand still holding the sledgehammer, you let go of the shaft and catch it right beneath the head, giving yourself the leverage to use it like a club as you slam the zombie in the side of the head.
The zombie staggers, then does down face first as you kick it in the leg. It only takes you one step to place your boot on its ass, effectively pinning it down as you bring the sledgehammer up and over in a swing that caves in the zombie's head.
<<includeevent setup.events.armorArrayZ>>
\
With one last glance between the corpse at your feet and the place it bit you, you start to move away.
\
<<set $CommonZombieKill += 1>>\
<<else>>\
Your sledgehammer comes up, but not before the zombie shambles its way too close to swing it.
Instead, you switch tactics, allowing the head to drop as you use it to create momentum for the handle. The end of the handle hits the zombie in the jaw with a satisfying 'thunk' but it barely staggers it.
The very next second has the zombie lunging at you. You instinctively raise your arm to ward it off, only to feel its teeth clamp down on your arm.
With your hand still holding the sledgehammer, you let go of the shaft and catch it right beneath the head, giving yourself the leverage to use it like a club as you slam the zombie in the side of the head twice before it finally lets go.
Holding your arm protectively, you quickly move away before the zombie can attack again.
<<includeevent setup.events.armorArrayZ>>
\
Glancing back toward where the zombie is, you see that it's still following. That alone is enough to spur you to motion as you attempt to get somewhere safer.
<</if>>\
\
\
\
\<<set $random to random(1,5)>>\
<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
Raising your hands in a defensive position, you are intimately aware of the zombie's teeth, knowing that you could infect yourself just by hitting the thing wrong.
As it nears, you lower your stance slightly, then come up in an upper cut that catches it under the jaw with such force you hear its teeth crack as its jaw snaps shut, its head cocking back at a ninety degree angle from the force of the blow.
It staggers, head rolling to one side, then seems to regain its footing even though its head is now at an impossible angle.
Using its newly limited field of vision, you kick it in the side of the leg, sending it sprawling to the ground.
Once on the ground, you move quickly, your foot coming down on its head with all the force you can manage, splitting its skull with a sickening crunch.
The zombie spasms once, then falls still beneath your heel.
Working quickly, you kneel down to search the zombie on the chance it might have something of value that you can use.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
Raising your hands in a defensive position, your eyes searching the thing for openings even as your gaze wants to fixate on its teeth.
As it nears, you lower your stance slightly, then come up in an upper cut that catches it under the jaw with enough force to snap its jaw shut, its head cocking back before slowly settling back into place.
It staggers, head tweaked to the side as it regains its footing.
Quickly sidestepping, you shove the thing, sending it sprawling across the ground as it flails wildly.
Once on the ground, you move quickly, your foot coming down on its head with all the force you can manage, splitting its skull with a sickening crunch before it can start getting up again.
The zombie spasms once, then falls still beneath your heel.
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
Raising your hands in a defensive position, your eyes search for an opening that you can't quite seem to find.
Meanwhile, the zombie reaches for you, each time you dance out of its reach, but each time you find yourself back in the same situation where you aren't sure how to kill it without the risk of getting bit in return.
Eventually, you start to move away from the zombie, realizing that it's not worth the risk.
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
Raising your hands in a defensive position, the zombie lets out a low moan as if acknowledging your duel. Its arms reach outward, seeking to grapple with you.
With one hand, you slap its hands away, but in doing so it manages to take one more step toward you. Its rancid breath washes over you, making you want to gag.
Your fist comes around, intending to catch the zombie in the side of the head, but it turns its head at the last possible moment, causing you to catch it full in the mouth instead.
As if that was the zombie's plan, you feel its teeth close around your hand.
Frantically, you bring your other hand around to punch it in the other side of the head. An act that has little effect.
Your desperation growing, you reach out with your free hand and grab the zombie by the throat, using that to guide it as you first shove it, then use your momentum to hurl it to the ground with bone breaking force.
There's a sense of elation as your captive hand comes free, then a surge of anger that you focus on the zombie, smashing your foot down on its head until it grows still, then a couple more times just to be sure.
<<includeevent setup.events.armorArrayZ>>
\
Feeling the urge to spit on the corpse laying prone beside you, you instead stride away.
\
<<set $CommonZombieKill += 1>>\
<<else>>\
Quicker than you are ready for, the zombie has closed the distance between you. You barely have time to raise your arms to defend yourself before it slams into you, its arms clumsily grappling at you.
More concerning though is its gaping maw, and the pressure you feel as it bites down.
Your first hits it in the side once, twice, three times with no effect before you catch it in the side of the head with the heel of your hand.
The zombie lets go, staggering, but before you can decide what to do next, it has already recovered.
Realizing that the hand to hand fight with the zombie is not going as planned, and not knowing how bad your bite is, you quickly move away, withdrawing to safety.
<<includeevent setup.events.armorArrayZ>>
\
With the zombie rapidly closing the distance once more, you quicken your pace as you leave the area.
<</if>>\
\
\
\
\<<set $random to random(1,5)>>\
<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
Completely unarmed, you look about frantically for anything that could be used as a weapon.
Of all things, your eyes fall on a golf club. Inches away from it lays a golf bag full of additional clubs.
You don't even hesitate, you reach out and take it, brandishing it like a club as the zombie approach.
With a powerful swing, the club arcs through the air toward the zombie's head. However, instead of embedding in the thing's skull and killing it, the metal rod bends, wrapping the shaft comically around the zombie's head rather than ending the threat.
Scrambling for the golf bag, you pull another club. You have just enough time to line up your swing before the zombie is on you again. This time, the head of the club goes careening away at the force of the impact, and the rod bends only a little.
You quickly back away to give yourself some space, the zombie not quite as quick to follow. Aiming the golf club's tip toward the zombie, you allow it to impale itself, eye first, onto the long shaft.
Its body begins to slump just a fraction of a second before you feel the rod hit the back of its skull.
For a second, you fear it will keep coming, but then you feel the rod hit the back of its skull, the zombie's body already beginning to slump as it stills.
Letting go of the golf club as it falls, you watch for movement just a few seconds longer before starting to search the body for anything useful.
You found:
<<include "Zombie Loot">>
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
Completely unarmed, you look about frantically for anything that could be used as a weapon.
Of all things, your eyes fall on a golf club. Inches away from it lays a golf bag full of additional clubs.
You don't even hesitate, you reach out and take it, brandishing it like a club as the zombie approach.
With a powerful swing, the club arcs through the air toward the zombie's head. However, instead of embedding in the thing's skull and killing it, the metal rod bends, wrapping the shaft comically around the zombie's head rather than ending the threat.
Scrambling for the golf bag, you pull another club. You barely have time to swing before the zombie is on you again. This time, the head of the club goes careening away at the force of the impact, and the rod bends only a little.
You stumble back, the zombie not quite as quick to follow. Aiming the golf club's tip toward the zombie, you allow it to impale itself, eye first, onto the long shaft.
For a second, you fear it will keep coming, but then you feel the rod hit the back of its skull, the zombie's body already beginning to slump as it stills.
Breathing heavily after exerting yourself so suddenly, you back away from the still corpse, wary of any other possible threats as you start to leave.
\
<<set $CommonZombieKill += 1>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
Completely unarmed, you look about frantically for anything that could be used as a weapon.
Of all things, your eyes fall on a golf club. Inches away from it lays a golf bag full of additional clubs.
You don't even hesitate, you reach out and take it, brandishing it like a club as the zombie approach.
With a powerful swing, the club arcs through the air toward the zombie's head. However, instead of embedding in the thing's skull and killing it, the metal rod bends, wrapping the shaft comically around the zombie's head rather than ending the threat.
Scrambling for the golf bag, you pull another club. You barely have time to swing before the zombie is on you again. This time, the head of the club goes careening away at the force of the impact, and the rod bends only a little.
<<talk "thought">>Screw this.<</talk>>\
Even as the thought crosses your mind, you're already moving to disengage. Your heart, fueled by adrenaline, pounds in your ears as you make your escape, leaving the zombie far behind you.
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
Completely unsure of how you are going to fight the zombie, you look about frantically for anything that could be used as a weapon.
Of all things, your eyes fall on a golf club. Inches away from it lays a golf bag full of additional clubs.
You don't even hesitate, you reach out and take it, brandishing it like a club as the zombie approach.
With a powerful swing, the club arcs through the air toward the zombie's head. However, instead of embedding in the thing's skull and killing it, the metal rod bends as it glances off its head. The reverberations through the metal rod causing you to lose your grip on it.
Scrambling for the golf bag, you pull another club. You barely have time to swing before the zombie is on you again. This time, the head of the club goes careening away at the force of the impact, and the rod bends nearly in half from the force of the blow.
You stumble back, the zombie not quite as quick to follow. Aiming the golf club's tip toward the zombie, you just barely miss its eye socket, ripping out part of its cheek.
Before you can react, its hands close around your shoulders, grappling you as it tries to take a bite out of you.
In spite of your struggles, you feel its teeth close on your arm.
Panic fueled adrenaline surges through you, your free hand reaching out and grabbing the zombie, its flesh giving way like soggy bread as your fist closes around its ribs. Then with a scream you lift it into the air before throwing the zombie to the ground with all of your strength.
The whole thing ruptures like an over ripe melon, its insides splattering the area even as it continues to wreathe on the ground. Fortunately, it seems unable to get back up.
Reaching for another golf club, you proceed to use it to bash in the zombie's skull before backing away a few paces.
<<includeevent setup.events.armorArrayZ>>
\
Turning your gaze toward the golf clubs on the ground, you decide quickly that they'd never be a dependable weapon.
Before you even make a conscious decision to leave, your footsteps are already taking you from the area.
\
<<set $CommonZombieKill += 1>>\
<<else>>\
Completely unsure of how you are going to fight the zombie, you look about frantically for anything that could be used as a weapon.
Of all things, your eyes fall on a golf club. Inches away from it lays a golf bag full of additional clubs.
You reach for the clubs, but it's a second too late. The zombie slams into you, driving you to the ground with enough force to knock the wind from your lungs.
It's everything you can do to not blindly panic and try to fight the thing off. You roll on the ground, somehow coming up on top of the zombie just long enough to break its grip.
Then you're scrambling away, putting distance between yourself and the zombie before it can get back to its feet.
You don't make it far before you notice a searing pain in your ribs, a ring of fire that makes you fear you've been bit.
Your feet insist on putting more distance between you and danger before you are willing to take a serious look.
\
<<includeevent setup.events.armorArrayZ>>
\
With your hand gingerly over your achy ribs, you leave the area.
<</if>>\
\
\
\
\Holding your pistol in a two handed grip, you line up your shot and pull the trigger.
Only instead of a low bang and a solid recoil, you hear a soft 'click' instead.
<<talk "thought">>Out of ammo?<</talk>>\
As the thought takes form in your mind, you silently curse yourself for being so careless.
With the zombie shambling toward you, and with no easy access to a usable weapon, you quickly retreat.Lining up your shot, you feel a sick feeling settle into your gut when you pull the trigger. Instead of the rifle kicking as you expected, or the sound of a gunshot filling the air, all you receive is a simple soft 'click.'
<<talk "thought">>Out of ammo?<</talk>>\
As the thought takes form in your mind, you silently curse yourself for being so careless.
Unfortunately, the only saving grace you have is that your rifle has good range, giving you plenty of time to retreat before the situation can get worse.Combat will be calculated with something like this:
Combat Skill: 0-3
Armed: +1
Armored: +1
Random +1-5
Total = Score in combat. 5 being minor success, and scaling up from there.
Armor takes damage first. Each kind of armor has set number of hits it can take.
Sidearm will make it less likely you will be attacked in turn.
Longarm will give you an extra combat action before fighting begins. Less useful in close combat.
<<set $random to random(1,5)>>\
<<if ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 10>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 7>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 5>>\
<<elseif ($player.combatRoll(0) + setup.Items.get($player.bodySlotTorso).combatMod + setup.Items.get($player.bodySlotWeapon).combatMod) gte 3>>\
<<else>>\
<</if>>\<<includeevent setup.events.playerDeath>><<set setup.events.playerDeath = [
{
requires: 'setup.Util.getNpcs().filter(function (npc) { return npc.hasFlag("followPlayer"); }).length is 0 and $player.health is 0',
chance: 100,
link: "Dead 1"
},
{
requires: 'setup.Util.getNpcs().filter(function (npc) { return npc.hasFlag("followPlayer"); }).length is 0 and $player.infection is 10',
chance: 100,
link: "Undead 1"
},
{
requires: '$player.health is 0 and $akane.hasFlag("followPlayer")',
chance: 100,
link: "Death with Akane 1"
},
{
requires: '$player.infection is 10 and $akane.hasFlag("followPlayer")',
chance: 100,
link: "Infection Death with Akane 1"
}
]>><<includeevent setup.events.playerDeathHome>><<set setup.events.playerDeathHome = [
{
requires: '$player.health is 0',
chance: 100,
link: "Dying Home 1"
},
{
requires: '$player.infection is 10',
chance: 100,
link: "Infection Dying Home 1"
}
]>>You don't make it far before your wounds get the best of you. Your strength begins to wane, and you find yourself looking for a place you can sit.
<<talk "thought">>Just a place you can sit, catch your breath. Surely just a couple of minutes will help?<</talk>>\
One hand against a nearby wall, you slump against it, the pain you feel nearly enough to make you black out.
Then you're sitting against the wall, your breath coming in short shallow gasps as the pain of your injuries threaten to overwhelm you.
Your vision seems to close in, fading to gray along the edges like the color is leeching from the world.
You blink, struggling to open your eyes again.
<<talk "thought">>I just need to rest my eyes for a second.<</talk>>\
The thought drifts through your mind, slippery and hard to hold on to, but rationale enough to let your eyes drift closed again.
Your body shudders, followed by a rattling sigh as you exhale, . . . .
A while later, you move again, showing signs of life after your rest. Your eyes open, now milky white, and slowly scan your surroundings.
Seemingly oblivious to your wounds, you stagger to your feet, shambling away in search of the living, a mournful moan drifting from your lips.
YOU ARE UNDEAD
<<link "Game Over">><<run Engine.restart()>><</link>>
<<link "You Died, Try Again">><<set $player.health to 10>><<gotoevent setup.events.returnHome>><</link>>
<<run $player.addFlag("dead1")>>\Sweat pours from your brow even as you feel the chills settling into your bones. You know what's happening, but there's nothing you can do about it at this point. You're going to become one of the undead, destined to shamble the world in search of the living until some survivor lays you to rest.
You stagger, slump to your knees, then pitch forward.
Blinking, you realize that even though your body no longer has the strength to move, that you're still alive.
<<talk "thought">>I guess I get to see how the other side lives now.<</talk>>\
Shuddering, you let out a long rattling sigh before growing still.
A while later, you move again, showing signs of life after death. Your eyes open, now milky white, and slowly scan your surroundings.
Seemingly oblivious to your wounds, you stagger to your feet, shambling away in search of the living, a mournful moan drifting from your lips.
YOU ARE UNDEAD
<<link "Game Over">><<run Engine.restart()>><</link>>
<<link "You Died, Try Again">><<set $player.infection to 0>><<gotoevent setup.events.returnHome>><</link>>
<<run $player.addFlag("undead1")>>\Laying in bed, your injuries wrack your body in pain, then the sweats overcome you.
What follows is a fevered haze as you drift in and out of sleep.
You think you see someone hovering over you, your body aches are so bad that you aren't even sure if it's human or zombie.
Struggling to breathe, you close your eyes. When you open them again, you don't see the figure from before, leaving to wonder if it was a dream.
<<talk "thought">>Maybe I'm just so far gone that even a zombie doesn't want to eat me?<</talk>>\
It hurts to breathe, your breath coming in short labored gasps.
At the edge of your perception, you are aware that the pain doesn't seem so bad now, not as sharp but replaced by stiffness and aches.
Shivering, you can feel a cold creep into your bones even as sweat pours off of your body.
Then your body shudders, a gravely moan drifting from your lips as you exhale for the last time.
An hour later, you moan softly, the air being forced from your lungs as you sit up. Your pasty skin looks unnatural in death, your eyes glassy as you stagger to your feet. Your injuries forgotten, you shamble away in search of prey.
YOU ARE UNDEAD
<<link "Game Over">><<run Engine.restart()>><</link>>
<<link "You Died, Try Again">><<set $player.health to 10>><<gotoevent setup.events.returnHome>><</link>>
<<run $player.addFlag("deadHome1")>>\By the time you're headed toward bed, your skin is clammy and you feel like your belly is full of razor blades. You retch, but you expel nothing. You wrap yourself in blankets, but you can't get warm.
So you lay in bed as the infection, the rot, eats away at your body.
Sound seems to fade, the stench of your own body threatening to gag you, and in spite of your best efforts you can't fully focus your eyes.
Even sleep seems to be just beyond your reach.
Your mind starts to drift, thoughtless, hunger, rage, . . . and a deep seated sadness in the core of your soul that threatens to shred itself into physical form through the flesh of your gut.
Then the pain is gone, replaced by something deeper, something crippling, that seizes your body and mind into a state incapable of nothing.
As the infection finally claims your body, you aren't even aware of the change, your mind is washed away like the tide retreating from the shore, leaving scattered fragments that don't make sense behind.
But one thing does make sense, . . .
The hunger, the need to consume the living, . . .
With nothing of you remaining except the the flesh discarded by your soul, you shamble from your bed, baring your teeth as you begin to seek prey with your dull eyes.
YOU ARE UNDEAD
<<link "Game Over">><<run Engine.restart()>><</link>>
<<link "You Died, Try Again">><<set $player.infection to 0>><<gotoevent setup.events.returnHome>><</link>>
<<run $player.addFlag("undeadHome1")>>\With every passing step, Akane's concern seems to grow.
<<talk "akane">>You're not looking good.<</talk>>\
As if those words are what you've been waiting for, you stagger, then slump to the ground.
Your head swims, pulse roaring in a strange drawling echo in your ears.
You can tell someone is close by, someone important, someone you care about, but you can't quite focus enough to make sense of who.
There's a part of you that is aware of activity around you, activity that reeks of desperation. A small part of your mind realizes that you're dying and someone is trying to save you.
The whole world starts to fade in and out. Once you think you hear a gunshot, another time crying, another you feel like you're being held, but through it all you feel so cold and alone.
A little while later, you open your eyes again. Motion not far away catches your attention, calls to your hunger.
The woman standing in front of you holds a pistol in a two handed grip, tears salting her cheeks as she cries. Though none of that registers in your mind as you shamble to your feet and take a step forward.
YOU ARE UNDEAD
<<link "Game Over">><<run Engine.restart()>><</link>>
<<link "You Died, Try Again">><<set $player.health to 10>><<gotoevent setup.events.returnHome>><</link>>
<<run $player.addFlag("deadAkane1")>>\Sweat pours from your brow and your clothes cling wetly to your body. It's not until you stumble that Akane seems to realize something is terribly wrong.
Her hand feels like ice on your brow, and her concern turns instantly to open worry.
<<talk "akane">>You're burning up.<</talk>>\
Akane lays you down, but you barely even register what is happening anymore as the fever fogs your mind.
Part of you knows Akane is scrambling about, trying to find a way to help you, but the rot that is eating away at your insides is too advanced, you're too far gone, . . . .
Your consciousness fades in and out, each time death inching closer, until finally you close your eyes for the last time as one of the living.
When you open your eyes again, they're clouded, soulless, . . .
Without conscious thought, you shamble to your feet, your gaze drifting over your surroundings until stopping on a woman standing nearby.
She's been crying, thought no part that remains of you cares. Nor does the pistol in her hands have any meaning.
Taking an unsteady step, her hands rise slightly, focusing your attention on that one point as the woman says something beyond your ability to understand.
YOU ARE UNDEAD
<<link "Game Over">><<run Engine.restart()>><</link>>
<<link "You Died, Try Again">><<set $player.infection to 0>><<gotoevent setup.events.returnHome>><</link>>
<<run $player.addFlag("undeadAkane1")>>\<<if $akane.hasFlag("followPlayer")>><<run $akane.deleteFlag("followPlayer")>><</if>>\<<if $player.isPregnant and $player.hasFlag("pregnancyKnown") and random(1,4) lte 2 and $player.infection lt 6>>\
<<include "Female MC Pregnancy Trimester Ambients">>
<<elseif $player.infection lt 6>>\
Sitting up in bed, you remain sitting for a second while you let your mind shake the slog of sleep that still clings to it. It isn't long before you have gotten yourself dressed and ready to start a new day.
<</if>>\
\
<<if $player.infection gt 0 and $player.infection lt 6>><<run $player.infection += 1>><<elseif $player.infection gte 6>><<goto [[Infection Progression Bed Event List]]>><<elseif $player.health lt 10>><<run $player.health += 1>><</if>>\
<<link "End.">><<gotoevent setup.events.returnHome>><</link>>\<<addtime { hour : 6 }>><<includeevent setup.events.equipmentEvents>><<set setup.events.equipmentEvents = [
{
requires: 'true',
chance: 20,
link: "Longarm 1"
},
{
requires: 'true',
chance: 100,
link: "Baseball Bat 1"
},
{
requires: 'true',
chance: 40,
link: "Sidearm 1"
},
{
requires: 'true',
chance: 35,
link: "Sledgehammer 1"
},
{
requires: 'setup.locations[$location].region is "Farmland"',
chance: 50,
link: "Axe 1"
},
{
requires: 'setup.locations[$location].region is "Suburbia"',
chance: 10,
link: "Axe 2"
},
{
requires: 'true',
chance: 30,
link: "Machete 1"
},
{
requires: 'setup.locations[$location].region is "Suburbia" and (not $player.hasFlag("trejoDead") and not $player.hasFlag("trejoUndead")) and setup.Items.get("sidearm_ammo").quantity lte 0 and $PlayerWeaponType is "sidearm"',
chance: 10,
link: "Machete 2"
},
{
requires: 'true',
chance: 60,
link: "Leather Jacket 1"
},
{
requires: 'setup.locations[$location].region is "Suburbia"',
chance: 10,
link: "Body Armor 1"
}
]>>You just finish searching a house when you step out into the yard. Then your eyes fall on the baseball bat laying in the driveway.
Walking over to it, you bend over to pick it up, hefting it to feel the weight. Knowing that it's an unimaginative, but effective club, you add it to your things.
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>\
<<if $player.inventory.includes("baseball_bat")>>\
<<run setup.Items.get("baseball_bat").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("baseball_bat")>>\
<</if>>\
<<run $player.addFlag("baseballBat1")>>\Searching a house, you see bullet casings scattered across the living room floor. Then another on the stairs leading to the second story.
You follow the brass casings like a trail of breadcrumbs, then the casings are fewer, but there's a growing trail of old dried blood in its place. Occasionally you step over a body.
<<talk "thought">>Someone put up a hell of a fight.<</talk>>\
And then you stop at a closed door. Scratch marks on its outside where one or more of the undead tried to claw its way inside.
Not sure what to expect, you open the door. The stench of rot makes you gag, but you force yourself to remain as your eyes drift over the interior until they fall on a slumped form.
Moving closer, you see a rifle laying on the floor, a hand full of bullets scattered near one hand of the man who had been holding it.
Then your eyes settle on the man, taking in his condition, his torn clothes, evidence of several bites on his arms and chest, . . . and the missing top portion of his head with his gray mater splattered across the wall and ceiling behind him.
You almost forget about the stench as you give the man a little nod. Maybe in respect for how he handled his final moments, or maybe in thanks for what he left behind.
Reaching out, you take the rifle, clear the chamber of the spent casing lodged within and then gather up the seven rifle rounds on the floor.
When you reach the door, you look back at the corpse one final time before slipping away.
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>\
<<if $player.inventory.includes("rifle")>>\
<<run setup.Items.get("rifle").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("rifle")>>\
<</if>>\
<<if $player.inventory.includes("longarm_ammo")>>\
<<run setup.Items.get("longarm_ammo").quantity += 7>>\
<<else>>\
<<run $player.inventory.add("longarm_ammo")>>\
<<run setup.Items.get("longarm_ammo").quantity += 6>>\
<</if>>\
<<run $player.addFlag("longarm1")>>\As you step into the garage, you pause for your eyes to adjust to the dark, then you scan the space for anything that looks useful. Your eyes eventually fall on a workbench, full of gardening supplies.
Tilting your head, you listen for a few seconds longer just in case, then work your way toward the workbench.
The workbench is full of the usual stuff. Little hand held shovels, bags of planting soil, and small clay flowerpots. Sheers, snips, and saws of various sizes.
Then you see it. A machete hanging on the pegboard above the bench. You reach out, your fingers closing around the black plastic handle as you feel the weight settle across your palm.
<<talk "thought">>That feels good.<</talk>>\
Giving the machete a couple of practice swings, you nod to yourself before adding it to your things.
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>\
<<if $player.inventory.includes("machete")>>\
<<run setup.Items.get("machete").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("machete")>>\
<</if>>\
<<run $player.addFlag("machete1")>>\The smell of death is nearly overwhelming as you enter the building, and it's soon clear why.
A large room, filled with at least a dozen corpses, many with dismembered limbs or heads, lay scattered about the room, the majority of them near the room's center. Then there's a ring, perhaps two foot wide that is spattered with old dried blood, but lacking any bits of corpse. All leading to a single figure in the center.
This figure is kneeling, head slumped forward with it's long dark hair hanging over its face like a death cowl. Dark tanned arms are clearly visible where they hang loosely at the figure's side. The figure appears to be wearing a black leather vest worn to brown in places, black jeans, and a pair of reptile skinned boots. Still clutched in the figure's hand is a machete, still smeared with long dry gore.
So transfixed by the view before you, you barely even notice that you're moving slowly toward the figure.
<<talk "thought">>This guy must have been a serious badass to have taken out this many zombies with nothing but a machete.<</talk>>\
It's only as that thought crosses your mind that you notice the figure moving, its head tilting slowly upward as it fixes its milky white eyes on you. You swear that the corner of its mouth ticks upward into a little smile behind the mustache that stretches down the corners of his mouth toward his chin.
The machete still rests in its hand as the zombie stands, its knuckles prominent as is holds the handle tightly.
[[Fight!|Machete 2a]]
[[Run like hell.|Machete 2b]]
<<run $player.addFlag("machete2")>>\Before you make a conscious decision, your pistol is in hand and centered on the zombie's chest.
<<talk "zombie">>Ahhhh sht ehhhh, kullllls<</talk>>\
You find yourself frozen to the spot for a heartbeat, the gravelly groan of the zombie almost sounding like words.
<<talk "thought">>This was a bad idea.<</talk>>\
Then the zombie is in motion, taking on the same shambling gate as other zombies you've encountered, but its long stride propels it at an alarming rate toward you.
You pull the trigger, hitting the zombie in the neck just beneath the jaw.
Raising the machete in its hand, the creature lunges at you. You dodge to the side, the stench of the zombie hitting you as it passes inches from you.
Pivoting, you try to bring your pistol to bear on the zombie again, but it proves quicker this time as is swings it's machete in a backhanded arc that catches the barrel of your gun.
You aren't sure if the attack was by design, or intentional, but the end result is your pistol flying through the air as it is knocked from your hand.
The zombie turns slowly, hair hanging in front of its milky eyes as it growls low in its throat.
Desperation floods your system with adrenaline. You lunge toward the zombie, grabbing at it's machete arm. Your hand closes around the handle just above where the zombie is holding. Twisting your body, you rip the blade from the zombie's hand as you spin so you're just beyond its reach.
It takes a step toward you, hands outstretched. At the same instant, your hand holding the machete comes up, driving the blade through its chest.
The zombie pauses, its head turning down to regard the machete in its chest. When it look back to you, it tilts its head slightly as if to ask what the fuck you think you're doing.
Pulling the blade free of the zombie's chest, you quickly swing the blade again, burying several inches of the blade in the zombie's skull with a downward arc.
For several horrible seconds nothing happens, and you wonder if this abomination can even be killed. You pull at the blade, but it refuses to come free.
You can see the zombies eyes raise, toward the blade in its skull.
<<talk "zombie">>Ffffuuuuuuucckkkkkk.<</talk>>\
The single word is so deep, so drawn out, that you are left wondering if you really just heard the zombie cuss at you as it falls to its knees. Then the blade comes free and the zombie pitches forward, landing face first on the floor.
Your heart thunders in your chest a while longer, then slows enough that it only pounds uncomfortably. All the while you watch the zombie fearing that it will get up and resume its attack like the monster from some old horror flick.
When it doesn't, you reluctantly set the machete to the side before rolling the zombie over onto its back for a better look.
You don't see anything to set this zombie apart from any of a thousand you've seen before it. Its leather vest however piques your interest.
While the leather looks sturdy, you can't help but notice that it's also reinforced with a heavy material that you think might be Kevlar.
You set yourself to removing the vest from the zombie, then finding your pistol among the room's carnage.
With both the vest and machete bundled among your things, you nod in respect at the zombie you just killed before slipping away.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<run $player.addFlag("trejoDead")>>
<<if $player.inventory.includes("badass_machete")>>\
<<run setup.Items.get("badass_machete").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("badass_machete")>>\
<</if>>\
<<if $player.inventory.includes("badass_leather_vest")>>\
<<run setup.Items.get("badass_leather_vest").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("badass_leather_vest")>>\
<</if>>\<<talk "thought">>Something about this zombie feels different, dangerous.<</talk>>\
Not wanting to tempt fate, you back away. After just a few steps the zombie seems to stop, its arms hanging limp at its side, machete still grasped in its hand as it growls softly.
<<talk "thought">>I think that's my cue to leave.<</talk>>\
Holding your breath, you back away a few more steps, not turning your back on the zombie until you have exited the building.
You can barely see the house behind you when you notice a figure wandering out the front door.
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<run $player.addFlag("trejoUndead")>>You're working your way through a house when you enter the master bedroom. You let your eyes drift over the unassuming room before starting your search.
A minute later, you pull open the night stand and pause. Laying in the drawer, the safety on, is a pistol. You pick it up, checking and finding that it has a full seven round clip.
Turning your attention back to the drawer, you rummage around until you find a box of ammo for the gun. A quick count brings a small smile to your face.
<<talk "thought">>Pistol, seven rounds in the clip, eighteen more in the box. Can never have too much ammo.<</talk>>\
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>\
<<if $player.inventory.includes("pistol")>>\
<<run setup.Items.get("pistol").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("pistol")>>\
<</if>>\
<<if $player.inventory.includes("sidearm_ammo")>>\
<<run setup.Items.get("sidearm_ammo").quantity += 25>>\
<<else>>\
<<run $player.inventory.add("sidearm_ammo")>>\
<<run setup.Items.get("sidearm_ammo").quantity += 24>>\
<</if>>\
<<run $player.addFlag("sidearm1")>>\You're just finishing your search of a garage when you notice a sledgehammer sitting right beside the garage door.
You almost turn away from it when the thought of using it as a weapon brings a smirk to your lips.
Reaching out, you pick up the hammer, the weight feeling good in your hand.
<<talk "thought">>It's going to be unwieldy, but it's sure going to do a lot of damage.<</talk>>\
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>\
<<if $player.inventory.includes("sledgehammer")>>\
<<run setup.Items.get("sledgehammer").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("sledgehammer")>>\
<</if>>\
<<run $player.addFlag("sledgehammer1")>>\Your eyes drift over the interior of the barn, light coming in through gaps in the wall illuminating dust particles in the air.
Then you see it, an old, clearly well used wood axe resting across a cluttered work bench.
<<talk "thought">>That will split some skulls.<</talk>>\
With a little grin, you pick up the axe, taking a few seconds to inspect it before hefting it once and placing it with your other gear.
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>\
<<if $player.inventory.includes("axe")>>\
<<run setup.Items.get("axe").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("axe")>>\
<</if>>\
<<run $player.addFlag("axe1")>>\In the back yard, beside a small wood shed, you find a wood cutting axe with its blade buried in a stump.
Walking toward it, you reach out and take hold of the handle. Your first tug proves that the blade is firmly imbedded in the stump, so you push down on the handle to loosen the blade from the wood and a second pull pries the axe head free of the wood.
Giving it a little practice swing, you realize that the heft will make for some good follow through for your swings if you ever wanted to use it as a weapon.
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>\
<<if $player.inventory.includes("axe")>>\
<<run setup.Items.get("axe").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("axe")>>\
<</if>>\
<<run $player.addFlag("axe2")>>\Moving through the house you are looting, you open the door of a closet, spend a moment rummaging through what you find there, then stop as you start to push the coats hanging there out of the way.
Turning your attention to the coats, you find a single black leather jacket hanging among them, the material sturdy but well worn.
<<talk "thought">>Hardly body armor, but it will probably stop a bite.<</talk>>\
Without a second thought, you pull the jacket from the hanger and put it with your things.
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>\
<<if $player.inventory.includes("leather_jacket")>>\
<<run setup.Items.get("leather_jacket").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("leather_jacket")>>\
<</if>>\
<<run $player.addFlag("leatherJacket1")>>\Circling a police car, you see no sign of its previous occupant. You circle a second time, and seeing no way into the cab, your attention falls on the open trunk.
Stepping toward it, you can feel the barest hint of a smile form as you realize what exactly you are looking at.
A black vest rests on top, with some kind of arm and leg armor right beside it.
<<talk "thought">>Did the officer who had this never have a chance to put it on?<</talk>>\
Looking around again, you see no sign of a fight or anything else that would explain the armor and lack of owner.
Seeing nothing else, you gather up the armor for yourself.
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>\
<<if $player.inventory.includes("body_armor")>>\
<<run setup.Items.get("body_armor").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("body_armor")>>\
<</if>>\
<<run $player.addFlag("bodyArmor1")>>\Feeling your stomach tie itself in knots, you feel a sudden urge to throw up. Instinctively, you run to the bathroom you were searching mere minutes before, throw open the lid of the toilet, and proceed to empty your stomach of its contents.
Feeling just a little unsteady, you take hold of the sink as you start to stand. The end result is that you find yourself looking in the mirror, seeing yourself disheveled and weariness in your eyes. You take a deep breath, then open the medicine cabinet to see if there might be something to settle your stomach that you missed previously.
Instead, your eyes fall on an unopened pregnancy test.
The conscious part of your mind tries to dismiss the thought, but your subconscious mind already has your hand extended to take hold of the little box. Then you're in a sort of daze as you open the box, read the instructions, and pee on the little stick.
Then you wait.
What feels like an eternity later you look at the test again.
A small chill goes through you as you see the indicator, two little pink lines indicating a positive result.
<<talk "thought">>I'm pregnant.<</talk>>\
Your mind reels at the implications, how to keep a baby safe, how to provide for it, . . . . diapers, . . .
You take a deep breath to collect your thoughts.
<<talk "thought">>Nothing I can do about it right now. It's still about survival, this just makes it a little more complicated is all.<</talk>>\
Steeling your resolve, you return to your scavenging though your mind keeps returning to the new life growing inside of you and the way it will change your life in the coming months and years.
[[Continue.|$location]]
<<run $player.addFlag("pregnancyKnown")>>\Feeling your stomach tie itself in knots, you feel a sudden urge to throw up. Instinctively you grab for the nearby trashcan and proceed to empty your stomach of it's contents.
Feeling just a little unsteady, you take hold your forehead in one hand and the trash can in the other for a long while before getting unsteadily to your feet.
Turning your attention to the random meds you've managed to accumulate, you start looking for something to see if there might help to settle your stomach.
Instead, your eyes fall on an unopened pregnancy test.
The conscious part of your mind tries to dismiss the thought, but your subconscious mind already has your hand extended to take hold of the little box. Then you're in a sort of daze as you open the box, read the instructions, and pee on the little stick.
Then you wait.
What feels like an eternity later you look at the test again.
A small chill goes through you as you see the indicator, two little pink lines indicating a positive result.
<<talk "thought">>I'm pregnant.<</talk>>\
Your mind reels at the implications, how to keep a baby safe, how to provide for it, . . . . diapers, . . .
You take a deep breath to collect your thoughts.
<<talk "thought">>Nothing I can do about it right now. It's still about survival, this just makes it a little more complicated is all.<</talk>>\
Steeling your resolve, you turn your thoughts to the day's plans, but mind keeps returning to the new life growing inside of you and the way it will change your life in the coming months and years.<<run $player.addFlag("pregnancyKnown")>>\<<includeevent setup.events.femaleMCPregnancyTrimesterAmbientsArray>><<set setup.events.femaleMCPregnancyTrimesterAmbientsArray to [
{
requires: '$player.isPregnant and $player.hasFlag("pregnancyKnown") and $player.pregnancyWeek lt 13',
chance: 100,
link: "Female MC 1st Trimester 1"
},
{
requires: '$player.isPregnant and $player.hasFlag("pregnancyKnown") and $player.pregnancyWeek lt 13',
chance: 100,
link: "Female MC 1st Trimester 2"
},
{
requires: '$player.isPregnant and $player.hasFlag("pregnancyKnown") and $player.pregnancyWeek lt 13',
chance: 100,
link: "Female MC 1st Trimester 3"
},
{
requires: '$player.isPregnant and $player.hasFlag("pregnancyKnown") and ($player.pregnancyWeek gte 13 and $player.pregnancyWeek lt 29)',
chance: 100,
link: "Female MC 2nd Trimester 1"
},
{
requires: '$player.isPregnant and $player.hasFlag("pregnancyKnown") and ($player.pregnancyWeek gte 13 and $player.pregnancyWeek lt 29)',
chance: 80,
link: "Female MC 2nd Trimester 2"
},
{
requires: '$player.isPregnant and $player.hasFlag("pregnancyKnown") and ($player.pregnancyWeek gte 13 and $player.pregnancyWeek lt 29)',
chance: 100,
link: "Female MC 2nd Trimester 3"
},
{
requires: '$player.isPregnant and $player.hasFlag("pregnancyKnown") and $player.pregnancyWeek gte 29',
chance: 100,
link: "Female MC 3rd Trimester 1"
},
{
requires: '$player.isPregnant and $player.hasFlag("pregnancyKnown") and $player.pregnancyWeek gte 29',
chance: 75,
link: "Female MC 3rd Trimester 2"
},
{
requires: '$player.isPregnant and $player.hasFlag("pregnancyKnown") and $player.pregnancyWeek gte 29',
chance: 75,
link: "Female MC 3rd Trimester 3"
},
{
requires: '$player.isPregnant and $player.hasFlag("pregnancyKnown") and $player.pregnancyWeek gte 29',
chance: 80,
link: "Female MC 3rd Trimester 4"
}
]>>You wake in a flash, your stomach churning.
Grabbing a small trashcan, your abdomen convulses. You grit your teeth for just a second, then the second time your stomach heaves, you proceed to empty the contents of your stomach into the can.
<<talk "thought">>You know how hard it is to find food? You need to stop being so picky about what I eat or we'll both be hungry.<</talk>>\
You think at the little one growing inside of you, gently rubbing your belly with one hand before preparing for your day.Sitting up in bed, you blink the sleep from your eyes.
Absently, you touch your chest, feeling how sensitive your breasts have become with the pregnancy.
<<talk "thought">>They get much more sensitive, it's going to become uncomfortable.<</talk>>\
Your nipples harden against your palms before you finally focus your thoughts on starting your day.Your nose scrunches as you wake up, the normal smells of your home nearly overwhelming all of a sudden.
<<talk "thought">>I don't know if everything always smelled this bad and I never noticed before, or if it's just the pregnancy messing with my sense of smell.<</talk>>\
Fighting back a minor urge to gag, you nod to yourself.
<<talk "thought">>Got to be the pregnancy.<</talk>>\
By the time you finish preparing for the day, the worst of the heightened sense of smell seems to have temporarily subsided.Sitting up in bed, your hand moves protectively toward your belly.
The subtle swell of pregnancy fills you with equal parts worry and hope.
Taking a deep breath, you pat your belly affectionately before getting up and preparing for the day.Rolling out of bed, you stifle a yawn.
In the very next second your eyes snap wide, your hand darting to your belly as you feel a sensation, like a butterfly fluttering inside of your belly.
You find yourself smiling as you realize you just felt your baby move.
For a long while you remain still, hoping the sensation will return again, but when it doesn't, you eventually get dressed and prepare for the day to come.Rolling over in bed, you groan softly. Stretching, you are intimately aware of a dozen different aches and pains that you never remember experiencing before becoming pregnant.
<<talk "thought">>Zombies, raiders, looting, and trying to eek out survival in the apocalypse, . . . and pregnancy is what kicks my ass.<</talk>>\
Sitting up, you take a minute to do some stretches, and as the worst of the aches fade, you finally get up.Rolling over in bed, you groan with the effort even as your swollen belly shifts.
You place one hand on your pregnant belly, holding it as you sit up in bed. Groaning softly, you take a second to arch your back, stretching it before you finally stand and go in search of a change of clothes for the day.Grimacing, you groan and finally give up sleep as heartburn burns like a fire in your chest.
Moving one hand to your breast, just above the burn, you blink yourself awake as you unsteadily sit up.
Reaching for a bottle of antacids, you take one of the little chalky disks and chew it as you get out of bed, going in search of something to wash the antacid down with.Sitting up in bed, you remain sitting for a second while you let your mind shake the slog of sleep that still clings to it.
Then without warning, the baby moves and you can't breathe as it kicks so hard it knocks the wind from your lungs.
<<talk "player">>Take it easy there, save that aggression for zombie fighting when you're older.<</talk>>\
The smile on your lips fades as the reality of what you just said sinks in.
<<talk "player">>Or better yet, maybe I can make a future for you where you're safe.<</talk>>\
Your thoughts sobered, and now fully awake, you finally get out of bed.Your eyes snap wide as you feel a sudden urge to relieve yourself. You sit up fast enough it hurts, then you're rushing for the nearest place you can pee.
<<talk "player">>Couldn't let me sleep a few more minutes before stomping on my bladder, could you?<</talk>>\
You tell the little one growing inside of you.
A few minutes later, you are watching the sun tinting the horizon a bright shade of orange as it rises.A painful cramp wakes you up, your belly contracting so hard it takes your breath away.
For a long while, you sit in the dark of pre-morning twilight, one hand on your pregnant belly as you watch the clock, waiting to see if the cramp returns.
<<talk "thought">>I'm about due. Is this it? Is it time?<</talk>>\
Thirty minutes later, you finally stand up and start getting ready for your day. Feeling unrested and tense, you're just stepping out into the cool morning air when another cramp nearly brings you to your knees.
Holding the doorframe for balance, you look down at your belly with your free hand on it.
<<talk "player">>You need to make up your mind. If we're doing this now, I'm not going out today.<</talk>>\
As if in answer to your words, the cramp intensifies rather than lessens.
<<talk "thought">>It's time. I'm going to have this baby.<</talk>>\
It takes you about an hour to get everything ready, experiencing four more contractions in that time, each coming just a little quicker than the last.
By the time you make it back to your bed, you're as ready as you're going to be.
Laying down, you feel another contraction strike before you can get fully settled, this one lasting for nearly a minute.
The last thing you remember clearly is a trickle of fluid down your leg that never seems to end as your water breaks and it leaks slowly from inside of you. After that, everything is a fog as one contraction comes after another, each more intense than the last until you suddenly feel an undeniable urge to push.
Trusting that nature knows what it is doing, you give in to the urge, accepting it, embracing it.
Pain, sweat, fluids, and a horrible sense of stretching that makes you feel woozy.
Somewhere lost in the haze of pain, a sense of relief washes through you as the baby crowns, then the horrible realization that you're only half done as the shoulders and torso are next.
Another push, a scream that could have only come from your own lips, another sense of elation right before you swoon
Then you're brought back to the present by the sound of crying, a small but insistent voice declaring to the world; "I am alive!"
There are tears in your eyes, sweat on your brow, and your limbs tremble with every little movement. Yet you still manage to bundle the newborn, wipe away the worst of the gore, and look down upon the new life that just entered the world.
<<set _children to $player.pregnancyFinalize(1)>><<run $player.deleteFlag("pregnancyKnown")>>\
<<for _i, _child range _children>><<capture _i, _child>>\
You gave birth<<if _i gt 0>> again<</if>> to a bouncing baby \
<<switch _child.gender>>\
<<case setup.Character.Gender.Male>>boy\
<<set _tempname = $babynamesboy[Math.floor(Math.random()*$babynamesboy.length)]>>\
<<case setup.Character.Gender.Female>>girl\
<<set _tempname = $babynamesgirl[Math.floor(Math.random()*$babynamesgirl.length)]>>\
<<case setup.Character.Gender.Herm>>hermaphrodite\
<<set _tempname = $babynamesgirl[Math.floor(Math.random()*$babynamesgirl.length)]>>\
<</switch>>.\
!!Name baby <<print _i + 1>>:
|!First: |<<textbox "_child.firstName" _tempname>> |
|!Middle: |<<textbox "_child.middleName" _child.middleName>> |
|!Last: |<<textbox "_child.lastName" _child.lastName>> |
|!Nick: |<<textbox "_child.nickName" _child.nickName>> |
<</capture>><</for>>\
[[Next.|Female MC Birth 1a]]<<set $kid to $kids.filter(function (k) { return k.motherId === $player.id && k.ageReal <= .1; }).random()>>\
Somehow among the exhaustion, you manage to feed your baby, clean $kid.him up enough to dress $kid.him in a diaper and simple outfit, and clean up the worst of the mess created during child birth.
At some point during the birth or cleanup, the sun snuck over the horizon to shroud the world in night once again.
That night, you sleep fitfully, waking often to tend to little $kid.nickOrName's needs, yet somehow your fitful sleep still manages to leave you feeling more alive than you remember ever feeling before.
<<run $player.births += 1>><<returnfromevent>>"Pregnant 1" should trigger in Suburbia or Farmland. Override starting at 2 weeks.
"Pregnant 2" Should trigger in settlement. Override starting at 4 weeks.
First trimester scenes should start triggering after you discover you are pregnant.
Trimester scenes should trigger 1/4 of the time? More? Less? I picture it averaging about twice a week, enough to keep the player aware and thinking about it but not every single day.
Minus 1 to skill checks for third trimester.From the corner of your eye, a small flash of light from one of the upper rooms at the nearby hotel captures your attention.
Curiosity overtaking you, you make your way towards the park ferry.
The room seems to flicker with light again before fizzling out completely as you step up and begin fiddling with the ferry controls.
No matter what you press, the ferry refuses to respond, sitting dead in the water.
Upon further inspection you can see that the panel underneath the steering wheel at some point had been pried loose.
Hitting the panel with a hard thump using the palm of your hand, you watch as it springs free.
Seeing inside the circuitry of the boat, it is immediately clear why it refuses to respond to anything.
<<talk "thought">>Looks like whoever came through here before me took the battery.<</talk>>\
Sparing another look towards the room that the light had come from, you see the drapes move.
A moment later, the moonlight hits the hotel at just the right angle, and the silhouette of a petite woman with braided hair appears, standing behind the draped window.
<span class="img">[img[images/scenes/Katy_Silhouette.png]]</span>
<<talk "thought">>It seems someone is living at the hotel. If I can find a new battery for this ferry I am sure I can get it running again, so I can explore the area.<</talk>>\
Turning your back to the lake, you leave the ferry and the mysterious silhouette of the unknown woman behind, making a mental note to yourself to keep your eyes peeled for any viable battery.
[[End.|$location]]
<<run $player.addFlag("katySilhouette")>><<set $katyGallery to 1>>\Happens in the Evening at the Amusement Park.Donning your gear and signature book bag, you exit your camp, allowing yourself to enter high alert as you submerge yourself in the greater, ever threatening world around you.
Angling yourself <<if $PlayerSettlement is "themeParkSettlement" or $PlayerSettlement is "suburbiaSettlement">>towards the farmlands, <<elseif $PlayerSettlement is "farmSettlement">>towards the nearby town<</if>> in the hopes of finding a marina, you let your feet take you out in search of a boat that might contain a viable ferry battery.
After a couple miles or so of terrain behind you, you are just starting to feel yourself become weary as you find a dried lake bed, and a renewed vigor awakens within you.
Eyes scanning the area, it isn't long before you find them widening, a pristine ferry sitting just a couple feet from you in the middle of the dry lake.
<<talk "thought">>I can't believe my luck. It almost looks out of place in comparison to the dingy, long dead lake bed around it.<</talk>>\
Cautiously, you brace your feet against the lake bank, allowing yourself to slowly slide down it, digging your heels into the earth to lessen the speed of your descent.
Taking long strides forward, you quickly lessen the ground between you and the ferry. You are just about to board it when your eyes widen with terror, your foot becoming stuck as the ground gives out, crumbling below it.
<<talk "thought">>That is one way to describe my luck. Lucky as hell, but with an unlucky twist to it.<</talk>>\
Chuckling internally to yourself, trying to get your foot free with little success.
<<talk "thought">>Damnit...<</talk>>\
Your luck worsens as you hear a growl, and snarl, accompanied by the sound of fast approaching feet.
One quick look provides validation to the fear rising in your gut, as an undead woman charges you at full speed.
Adrenaline fills you as you once again try to wrench yourself free, knowing what might happen if you are especially unlucky.
<<if $player.bodySlotWeapon is "baseball_bat">>\
Wrapping both hands around the handle of your baseball bat, you steady your breath, steeling yourself to give your all to what may very well be a life or death swing.
<<elseif ($player.bodySlotWeapon is "badass_machete" or $player.bodySlotWeapon is "machete")>>\
Wrapping both hands around the handle of your machete, you mentally hope it will be enough to protect you from the blood thirsty zombie.
<<elseif $player.bodySlotWeapon is "axe">>\
Reaffirming your grip on your axe, you steel yourself to defend against the incoming zombie.
<<elseif $player.bodySlotWeapon is "sledgehammer">>\
With the zombie incoming, you grasp your sledgehammer tightly, steadying your breath, the weight on the hammer which can sometimes be a bit of a burden, is now comforting as you steel yourself to give your all to what may very well be a life or death swing.
<<elseif $player.bodySlotWeapon is "rifle">>\
<<if $player.inventory.includes("longarm_ammo")>>\
Steadying your breath, you line the barrel of your gun up with the approaching infected woman. Releasing the safety mechanism, you load a bullet into the clip, preparing yourself to make what may very well be a life or death shot at the zombie.
<<if setup.Items.get("longarm_ammo").quantity is 1>>\
<<talk "thought">>Got to make this count, this is my last bullet.<</talk>>\
As your nerves reach an all time high, you hold your breath to keep your aim steady, firing your last round at the undead woman.
The round finds purchase, hitting the infected woman in the skull, and causing her skin to break apart, and splinter, revealing the bone underneath.
<<talk "thought">>A damn good shot, but it wasn't enough to slow her down any.<</talk>>\
Thinking quickly, you turn the rifle around so that your hand wraps firmly around the butt of it, preparing yourself to bash the zombies head in with the rifle as a last ditch defense effort against the approaching infected.
<<talk "thought">>At this point she is way to close to shoot properly.<</talk>>\
\
<<run $player.inventory.remove("longarm_ammo")>>\
<<else>>\
<<talk "thought">>Got to make this count, soon she will be too close for me to take a shot properly.<</talk>>\
As your nerves reach an all time high, you hold your breath to keep your aim steady, firing a round at the undead woman.
The round finds purchase, hitting the infected woman in the skull, and causing her skin to break apart, and splinter, revealing the bone underneath.
<<talk "thought">>A damn good shot, but it wasn't enough to slow her down any.<</talk>>\
Thinking quickly, you turn the rifle around so that your hand wraps firmly around the butt of it, preparing yourself to bash the zombies head in with the rifle as a last ditch defense effort against the approaching infected.
<<talk "thought">>At this point, she is close enough I wouldn't be able to shoot her properly even if I attempted.<</talk>>\
\
<<run setup.Items.get("longarm_ammo").quantity -= 1>>\
<</if>>\
<<else>>\
<<talk "thought">>Got to make this count, soon she will be too close for me to take a shot properly.<</talk>>\
As your nerves reach an all time high, you hold your breath to keep your aim steady, pulling the trigger to take a shot at the undead woman.
Your eyes widen with terror as the rifle fails to shoot, and instead makes a protesting click.
<<talk "thought">>How could I be so careless? I'm out of bullets.<</talk>>\
Thinking quickly, you turn the rifle around so that your hand wraps firmly around the handle of it, the butt of the gun facing towards the approaching zombie, preparing yourself to bash the zombies head in with it as a last ditch defense effort against the infected woman.
<</if>>\
<<elseif $player.bodySlotWeapon is "pistol">>\
Steadying your breath, you line the barrel of your gun up with the approaching infected woman. Releasing the safety mechanism, you aim down the barrel, preparing yourself to make what may very well be a life or death shot at the zombie.
<<if $player.inventory.includes("sidearm_ammo") and setup.Items.get("sidearm_ammo").quantity is 1>>\
<<talk "thought">>Got to make this count, this is my last bullet.<</talk>>\
As your nerves reach an all time high, you take a deep breath to calm yourself, willing the undead woman closer.
<<talk "thought">>Come on... Just a bit further.<</talk>>\
Your eyes focus on the zombie intently, waiting for her to be in a close enough range to hit properly.
<<else>>
<<talk "thought">>Got to make this count, just need her to come a bit closer...<</talk>>\
As your nerves reach an all time high, you take a deep breath to calm yourself, the undead woman continuing to barrel forward.
<<talk "thought">>Come on... Just a bit further.<</talk>>\
Your eyes focus on the zombie intently, waiting for her to be in a close enough range to hit properly.
<</if>>\
<<else>>\
Zombie fast incoming, you clench your hands into fists ready to defend yourself if necessary.
<</if>>\
The zombie barrels dangerously closer with each passing moment as you wrench your foot back and forth, trying to break free.
Nervously you don't allow your eyes to leave the undead woman, watching her with an unwavering intensity. Your efforts seem to pay off as you feel yourself slowly start to dislodge the dirt from around your trapped foot, regaining some mobility.
Infected woman now within inches of you, <<if $player.bodySlotWeapon isnot "nothing">>you reaffirm your grip around your <<else>>you clench your fist tighter, <</if>><<if $player.bodySlotWeapon is "baseball_bat">>bat, <<elseif ($player.bodySlotWeapon is "badass_machete" or $player.bodySlotWeapon is "machete")>>machete, <<elseif $player.bodySlotWeapon is "axe">>axe, <<elseif $player.bodySlotWeapon is "sledgehammer">>sledgehammer, <<elseif $player.bodySlotWeapon is "rifle">>rifle, <<elseif $player.bodySlotWeapon is "pistol">>pistol, <</if>><<if $player.bodySlotWeapon isnot "pistol">>tensing and waiting for the right opportunity.<<else>>your hand grips the trigger, taking your long awaited opportunity.<</if>>
[[Next.|Katy 2b]]<<if $player.bodySlotWeapon isnot "pistol">>\
Watching the woman take one further step, you put all of your built up adrenaline and tension into your swing.
<<elseif $player.bodySlotWeapon is "pistol">>
<<if $player.inventory.includes("sidearm_ammo")>>\
Bullet flying true, it pierces the undead woman straight through her skull.
The woman's face splinters and falls apart from the impact, revealing the bone underneath.
If the shot hurt, she doesn't seem to show it, not slowing down any.
<<if setup.Items.get("sidearm_ammo").quantity is 1>>\
<<talk "thought">>That was my last bullet. Time for plan b.<</talk>>\
Thinking quickly, you turn the pistol around so that your hand wraps firmly around the handle of it, shoving the butt of it up against the infected woman's skull as a last ditch defense effort against the female zombie.
<</if>>\
<<else>>\
Instead of releasing a bullet, your pistol protests with a soft click.
<<talk "thought">>How could I be so careless? The clip must be empty.<</talk>>\
Thinking quickly, you turn the pistol around so that your hand wraps firmly around the handle of it, shoving the butt of it up against the infected woman's skull as a last ditch defense effort against the female zombie.
<</if>>\
<</if>>\
<<if (($player.bodySlotWeapon is "pistol" and setup.Items.get("sidearm_ammo").quantity is 1) or ($player.bodySlotWeapon is "pistol" and not $player.inventory.includes("sidearm_ammo")) or $player.bodySlotWeapon isnot "pistol")>>\
The force of your own momentum dislodges your foot, and you become unbalanced, your foot no longer stationary.
In your off balance state, the infected barrels full force into your chest, knocking you off your feet.
Ravenously, the woman claws at your face and you instinctually use <<if $player.bodySlotWeapon is "nothing">>your right arm in order to minimize the damage she is doing. Blood starts to flow from the spots where her inhumanly long nails puncture your skin, causing a burning sensation.<<else>>the handle of your <<if $player.bodySlotWeapon is "baseball_bat">>bat<<elseif $player.bodySlotWeapon is "machete" or $player.bodySlotWeapon is "badass_machete">>machete<<elseif $player.bodySlotWeapon is "axe">>axe<<elseif $player.bodySlotWeapon is "sledgehammer">>sledgehammer<</if>> in an attempt to ward off her animalistically searching digits.<</if>>
Seeing your life flash before your eyes, you muster an unnatural amount of strength, and flip the woman off of you, quickly rising to your feet.
<<talk "player">>Time to put you out of your misery.<</talk>>\
Thinking quickly, you lodge your foot into her skull, watching as her mangled body finally stops moving.
Taking a moment to regain your breath, you scrutinize your injuries.
<<if $player.bodySlotWeapon is "nothing">>\
<<talk "thought">>I'm going to need antibiotics, and a bandage for the bleeding.<</talk>>\
Not wanting to stop now, you hoist yourself over the side of the ferry, grimacing in pain as you agitate your injuries, struggling to pull yourself up and over the railing.
<<talk "thought">>Hopefully this will all be worth it. This ferry is in good enough shape, it is bound to have a battery, and maybe I'll even find something that will solve the other problems I'm having.<</talk>>\
<<else>>\
<<talk "thought">>Some small scuffs from the fall, but not bad considering.<</talk>>\
Not wanting to stop now, you hoist yourself over the side of the ferry, feet meeting the deck with a thump as you make your landing.
<<talk "thought">>Hopefully this will all be worth it. This ferry is in good enough shape, it is bound to have a working battery.<</talk>>\
<</if>><<run $player.inventory.remove("sidearm_ammo")>>\
<<else>>\
Aiming your pistol another time, you pull the trigger, your shot hitting true once again, knocking the undead woman onto her back from the impact, weakly squirming.
Thinking quickly, you lodge your foot into her skull, watching as her mangled body finally stops moving.
Taking a moment to regain your breath, you scrutinize your injuries.
<<talk "thought">>Some small scuffs from the fall, but not bad considering.<</talk>>\
Not wanting to stop now, you hoist yourself over the side of the ferry, feet meeting the deck with a thump as you make your landing.
<<talk "thought">>Hopefully this will all be worth it. This ferry is in good enough shape, it is bound to have a working battery.<</talk>>\
\
<<run setup.Items.get("sidearm_ammo").quantity -= 1>>\
<</if>>\
In an effort to try and avoid more undead trouble, you make quick haste into the control room of the ferry.
The skeleton of the ship's former captain lays slumped over the steering wheel of the ship, his dried blood smeared all over the controls of the ferry.
At his feet, slumped in between his legs, lies the body of a much smaller skeleton, dressed in a scantily clad bikini.
<<talk "thought">>Well at least he died pleasantly.<</talk>>\
You smirk to yourself at the implication, moving the captain's body aside and prying the battery panel loose.
Letting out a breath you didn't know you were holding, you internally revel in victory as your eyes take in the perfectly intact, pristine battery underneath.
It doesn't take you long to disconnect it, stowing it inside of your backpack carefully.
<<talk "thought">>If I take this to the themepark, I am sure I'll be able to get the hotel ferry working.<</talk>>\
The trek back home seems to pass fast, your body seemingly cured of it's previous fatigue, and still high on adrenaline and your battery finding success.
<<link "End.">><<gotoevent setup.events.returnHome>><</link>>\
<<set $katyGallery to 2>><<run $player.inventory.add("ferry_battery")>><<if $player.infection lt 9 and $player.bodySlotWeapon is "nothing">><<run $player.infection += 1>><</if>><<if $player.health gt 2 and $player.bodySlotWeapon is "nothing">><<run $player.health -= 2>><</if>>\Infection only increases and health only decreases if it won't lead to a death for the player currently.Taking the ferry battery you found, and stowing it inside of your pack, you groan at the weight of it as it strains against your shoulders.
<<talk "thought">>This thing weighs a ton.<</talk>>\
Steeling yourself, you exit your settlement and begin your trek towards the broken ferry at the hotel's lake.
By the time you make it to your destination, you feel your back and shoulders sag with an early sense of relief, anticipating being free of the burden of carrying such sheer amounts of weight upon them.
Your feet begin to feel like ten pound weights in themselves as you pull on every bit of persistence you have to keep lifting them to propel yourself forward.
<<talk "thought">>Just one foot, after the other. I'm almost there.<</talk>>\
Allowing yourself to space out, you mentally repeat the line to yourself like a mantra.
Before you know it, your stubborn persistence has paid off, and you breath a sigh of relief as you take your bag off of your shoulders, and lift the battery onto the ferry's dashboard.
Pulling the already loose under steering panel free, you mentally prepare your sore and aching body to lift the battery one last time, before hoisting it into the power compartment. Taking hold of the wires that surround it, you make quick work of hooking the new battery into the ferry's systems, praying that it is all it needs to become functional again.
Taking hold of the key that still sits within the ferry's control panel, you take a deep breath.
<<talk "thought">>Moment of truth.<</talk>>\
[[Continue.|Katy 3 Intro Continue 1]]Turning the key, you release a breath you didn't know you were holding as the boat spurs to life, systems coming alive with a loud, collaborative whir.
A sudden, instinctual bout of nervousness begins to rise in your gut.
<<talk "thought">>Damn. Anyone could've heard this firing up from miles away. Anyone... Or ANYTHING.<</talk>>\
Hearing a growl coming from the park behind you, your nervousness and fear surrounding the situation become validated.
Not bothering to look back, you rev the ferry into its highest forward gear, hearing a splash as a zombie that was previously attempting to board simply flies back with upmost momentum into the lake.
Still hearing the sounds of claws against wood from behind you, you spin the boat in a high speed circle, feeling proud of yourself as you hear yet another splash, and then the sound of complete, reassuring silence.
<<talk "thought">>Not too shabby for a beginner.<</talk>>\
The adrenaline of the whole situation leaves you grinning in relief like an idiot.
<<talk "thought">>Should be smooth sailing from here.<</talk>>\
Continuing your journey forward, you inch the ferry towards the hotel's dock, shifting the boat to its lowest speed as you get close.
Bow of the boat approaching the inner edge of the dock, you gradually wean the marine vessel into a complete stop.
Ferry lined up with the dock, you pull the ship's docking break, and step out from the bridge taking hold of the ropes on the side of the vessel, and securing the boat further by tying them to the poles that line the dock.
<<talk "thought">>All ready for a disembark.<</talk>>\
Stepping up to the side of the boat that faces the dock, you extend the ferry's disembarkment boards, using them to create a bridge that covers the gap between the ferry and the dock.
Exiting the boat, you half expect your docking endeavor to have attracted some unwanted attention, but looking around, the area is unnervingly absent of anyone.
<<talk "thought">>I'm so used to things being danger filled, and hectic, it is almost more unsettling to not be faced with an immediate threat.<</talk>>\
Cautiously, your nerves alight with a wary, disbelieving edge, you make your way to the hotel entryway.
Testing the door knob, you find that it is unlocked, with upmost silence, and care you slowly turn the knob.
Giving the door an inward push, you listen warily as the door slowly creaks open, readying yourself for whatever is inside the hotel for you to face.
Door fully open, the view inside of the hotel is absolutely pristine.
<<talk "thought">>It's almost as if the hotel and all of its surroundings, aren't even aware that an apocalypse is ongoing.<</talk>>\
Remembering the silhouette of the woman you spotted on one of the upper floors, you make your way to the hotels main hall, a large and spacious room, complete with double curved stairways, with ornate railings.
Stepping up to the stairs, you allow yourself to touch the beautifully carved wood in awe, running your hand along it as you jog up flight after flight of stairs, not a infected in sight.
Reaching the uppermost floor, you allow your eyes to scan the hallway.
You almost start to think you will have to search every single room on the floor to find the woman in question, until you see a single door towards the middle of the hall that just so happens to be cracked open.
<<talk "thought">>This must be the place.<</talk>>\
You step up to the door, and through the crack, you can see a youthful looking girl, with purple hair that is styled into a braid sitting on one of the beds.
Sparing a quick knock, you push the already ajar door further open, and step into the hotel room.
[[Continue.|Katy 3 Intro Continue 2]]Not at all surprised, the petite, purple braided girl stands up from the bed to greet you.
<<talk "katy" "Female Stranger">>Is that a //LIVING// person I see?<</talk>>\
<<talk "player">>As alive and awake as ever I think.<</talk>>\
You pat yourself down lightly shaking your head at the irony of it.
<<talk "thought">>It is as if I feel a sudden urge to prove it to myself as much as her.<</talk>>\
The girl steps up close to you seemingly purposefully ignoring your response as she plants a kiss right on your lips.
<<talk "katy" "Female Stranger">>Must be alive, if you weren't I wouldn't have just heard your heart skip a beat. Name's Katy. It's nice to meet you, though don't always expect some kind of special treatment. Now that I have determined you aren't a zombie I'm not sure I can socially downplay such a thing. Unless you let me...<</talk>>\
Her breath remains hot against your lips, as her eyes sparkle with barely contained mischief.
<<talk "player">>You didn't really seem surprised by me waltzing in, were you expecting me or something?<</talk>>\
The words come out teasingly, but at the same time you know that you are just as authentically curious as to what her response will be.
<<talk "katy">>The ferry is loud, and in an empty hotel, everyone coming up those stairs sounds like they have heavy feet. Also, I saw you messing around with the broken ferry, count me glad that SOMEONE was able to fix it.<</talk>>\
She shoots you a wink, looking at you expectantly.
You shrug.
<<talk "player">>It didn't need much, someone had just stolen the battery.<</talk>>\
<<talk "katy">><<if $player.gender is setup.Character.Gender.Male>>Handsome<<else>>Beautiful<</if>>, alive, AND humble. Talk about a triple threat.<</talk>>\
Katy inches just the slightest bit closer, making the small amount of air between you hotter, and making it absolutely clear it was meant to be a flirt.
[[Introduce yourself.|Katy 3a]]
[[You probably shouldn't kiss every random person you see.|Katy 3b]]
[[Turn the tables, kiss her see how she reacts to such a thing.|Katy 3c]]
/* [[Smack her for kissing you unexpectedly.|Katy 3d]] */\
/* [[I'm not really interested in fun and games. She has a good amount of supplies and I want everything.|Katy 3e]] */\
[[This is more than I bargained for, leave.|Katy 3f]]
<<set $katyGallery to 3>><<run $player.inventory.remove("ferry_battery")>><<run $katy.relationship += 1>>\<<talk "player">>My name is <<= $player.firstName>> <<= $player.lastName>>, I saw the light from your window some nights ago, and I wanted to see who has been living here.<</talk>>\
The girl smiles, a genuine one this time, rather than one that is nothing more than flirty.
<<talk "katy">>I'm glad someone thought to check up on me, even if you don't know who I am, or that it was me here, or anything.<</talk>>\
Katy blushes, looking self-conscious suddenly.
Silence permeates the air, and you consider how to break it.
[[Ask her more about herself.|Katy 3g]]
[[How have you survived so long, not being able to leave?|Katy 3l]]
[[Why are there no zombies?|Katy 3m]]
[[Why are you here?|Katy 3o]]<<if $katyQuestions is 1>>\
Katy cocks her head in your direction curiously, a subtle, yet inviting smile on her face.
<<talk "thought">>It is as if she is so happy and excited to have someone to talk to, she anticipates what I'm going to ask next.<</talk>>\
<<elseif $katyQuestions is 2>>\
Katy closes her eyes momentarily and smiles as she catches you looking in her direction.
As she makes direct eye contact with you, it all seems to much for her as she blushes and twiddles her thumbs, eagerly awaiting any further questions.
<<elseif $katyQuestions is 3>>\
Katy waits for you to ask another question, looking no less eager to answer another one, despite the two before it.
<<elseif $katyQuestions is 4>>\
Katy looks at you expectantly, you can tell she wouldn't mind even if your arsenal of questions were endless.
<<talk "thought">>Even so, I don't think I have anything else I'd like to ask actually.<</talk>>\
You aren't sure if she can sense it, or if she is simply a mind reader, but she shoots you a knowing wink, waiting for you to verbally voice that there will be no further questioning.
<</if>>\
<<if $player.hasFlag("katyHerself")>><span class = "inactive"><<link "Ask her more about herself.">><</link>></span><<else>>[[Ask her more about herself.|Katy 3g]]<</if>>
<<if $player.hasFlag("katyLeave")>><span class = "inactive"><<link "How have you survived so long, not being able to leave?.">><</link>></span><<else>>[[How have you survived so long, not being able to leave?|Katy 3l]]<</if>>
<<if $player.hasFlag("katyZombies")>><span class = "inactive"><<link "Why are there no zombies?">><</link>></span><<else>>[[Why are there no zombies?|Katy 3m]]<</if>>
<<if $player.hasFlag("katyHere")>><span class = "inactive"><<link "Why are you here?">><</link>></span><<else>>[[Why are you here?|Katy 3o]]<</if>>
<<if (not $player.hasFlag("katyHerself") and not $player.hasFlag("katyLeave") and not $player.hasFlag("katyZombies"))>><span class = "inactive"><<link "That's all for now.">><</link>></span><<else>>[[That's all for now.|Katy 3n]]<</if>><<talk "player">>You probably shouldn't kiss every random person you see.<</talk>>\
<<if $player.hasFlag("hypocrite")>>\
<<talk "katy">>Says the <<if $player.gender is setup.Character.Gender.Male>>man<<else>>woman<</if>> who kissed me back. A random stranger no less.<</talk>>\
<<talk "player">>Never said I follow what I preach.<</talk>>\
<<run $player.deleteFlag("hypocrite")>><</if>>\
<<talk "katy">>In a world that has gone to hell, where real people become harder and harder to find, you got to treat everyone like close family.<</talk>>\
She winks.
<<talk "player">>I have some questions if that is how you greet close family.<</talk>>\
Katy flushes as you raise your eyebrow in a way that is playful, but at the same time questioning. Despite the heavy redness in her cheeks, her head falls as she stares at the ground as if she was remembering something from her past that heavily disturbs her.
<<talk "katy">>Can't say I have a lot of close family...<</talk>>\
The words are spoken so softly, you almost don't hear them. You wait for further elaboration from her, but it never comes.
It someone has flipped a switch as she returns to her flirty jovial self, as if the moment had never happened.
<<talk "katy">>So, do I ever get to learn the name of the survivor that stands before me?<</talk>>\
<<talk "thought">>Perhaps she'd elaborate further if she were closer to me.<</talk>>\
[[Introduce yourself.|Katy 3a]]
<<run $player.addFlag("katyDontKissEverybody")>>\Leaning forward you close the short distance between you, cupping her chin in your hand and returning her impulsive kiss.
Now it is time that you see Katy's eyes widen, as she moans softly and instinctually pushes you against the door frame eagerly taking your invitation to further explore your lips.
After a moment, she pulls back and a red flush hits her face, her expression almost looking sheepish.
<<talk "katy">>You know I'm not sure what I expected when you walked through the door, but something tells me I didn't think you'd flirt back with me.<</talk>>\
You feel an involuntary smirk grace your lips.
<<talk "player">>Considering you kissed me first, what //did// you expect?<</talk>>\
Katy laughs, her breath still hot against your cheek due to your mutual closeness.
<<talk "katy">>I'm not sure exactly, I'm going to call that one of life's unsolvable mysteries.<</talk>>\
Catching your full attention by trailing her fingers down your cheek, she winks.
Shaking your head in amusement, you can't help but think that she is all too proud about presenting her lack of answer as some kind of pseudo wisdom thing.
<<link "You know, you probably shouldn't kiss every random person you see.">><<run $player.addFlag("hypocrite")>><<goto "Katy 3b">><</link>>
[[She seemed to enjoy the kiss well enough, escalate things.|Katy 3h]]
<<run $player.addFlag("kissedKatyBack")>>\WIP. Commented out.
Smack her for kissing you unexpectedly.
[[I'm not really interested in fun and games. She has a good amount of supplies and I want everything.|Katy 3e]]WIP. Commented out.
I'm not really interested in fun and games. She has a good amount of supplies and I want everything. Rape Option?
Katy Bites her lip her eyes shining with defiance.
"Can't rape the willing."Taking a step back, you create a noticeable distance between you, and the purple haired girl.
Katy shoots you a concerned look, as if she were worried she has pushed the boundary to far and upset you.
<<talk "player">>I'm sorry, I should be going.<</talk>>\
You can tell she expected the words before you managed to speak them.
<<talk "katy">>Will I see you again?<</talk>>\
Seeing no reason to beat around the bush, you put it as bluntly as possible.
<<talk "player">>This was a mistake, no.<</talk>>\
Her eyes become filled with sadness, but she says nothing and makes no attempt to stop you as you leave.
Having gone through the motions before, you make quick time of descending down the hotel stairs, and making your way back to the ferry.
Once again turning the key, the boat quickly revs to life, and you make your way back towards the main park's shore.
Glancing at the dock, you see that it is overrun with infected.
<<talk "thought">>A result of all the noise I made earlier. Would probably be safer to probably just attempt to beach the ferry instead.<</talk>>\
You cement your decision by turning the steering wheel towards the land off to the side instead. The ferry chugs towards it obediently, hitting the shore and becoming stuck on it with a sharp lurching motion and big thud.
<<talk "thought">>Hard on the boat, but currently the safest option for me. Not sure I'd be able to get it back in the water even if I wanted to, but its not like I plan to come back anyway.<</talk>>\
Disembarking from the ferry, you decide to roam around the theme park.
<<talk "thought">>Maybe if I search the area, I won't have completely wasted my time today.<</talk>>\
<<run $katy.addFlag("Nope")>><<set $katy.relationship to 0>><<set $location to "themePark">><<link [[End.|$location]]>><<addtime { hour : 6 }>><</link>><<talk "player">>Well, tell me more about yourself. Who ARE you exactly?<</talk>>\
Katy's face flushes, as if she didn't expect you to care about her really.
<<talk "katy">>Oh, just a nobody. Never stood out in a crowd, never got noticed by anybody. Well, until I dyed my hair purple anyway. Not many can resist staring at things out of the ordinary. It never changed the social aspect of it though, you can be as bubbly and personable as you want, garner loads of attention, but it doesn't change a thing if no one is willing to talk to you initially.<</talk>>\
<<talk "player">>Are you sure it is you, or is it your prospect pool?<</talk>>\
You offer comically. The girl lifts an eyebrow and her brows furrow, as if she doesn't quite catch your meaning.
<<talk "player">>You are sitting in a hotel by yourself, and the dead aren't exactly good company.<</talk>>\
For a moment, she stops looking so serious about it, and laughs.
<<talk "katy">>I don't know, I find that all of them stare and pay attention to me when they are hungry. Which is always.<</talk>>\
She shoots you a wink, but it comes across as more comical than flirty as she can't help but let out another giggle at the lightheartedness of the banter.
<<link "Continue.">><<run $katyQuestions += 1>><<run $player.addFlag("katyHerself")>><<goto "Katy 3 Question Transitions">><</link>>Placing your hand under Katy's shirt, and onto her left side, you hear the purple-haired girl gasp at the sudden skin-to-skin contact.
Taking her lack of rebuttal as consent, your other hand reaches for the buckle of her jeans, unbuckling it and pulling the belt around her waist, and from its loops, tossing it aside haphazardly.
<<talk "katy">>Out of all the people who could've fixed the ferry. A pervert of all things...<</talk>>\
The line is spoken softly, like it is both witty snark, and a breathless whisper as you move your hand low enough to catch the top of her jeans, giving them a firm tug, causing them to fall from her hips, and pool around her feet.
<<talk "player">>Something tells me you might enjoy such a thing.<</talk>>\
Taking in her now half-nude lower form, you find yourself appreciating the delicate lace of her black, flower patterned panties.
<<talk "thought">>They are a bit torn, probably from fighting zombies, and looting around town in them, but they are still very sexy.<</talk>>\
Moving the hand on her side lower your fingers lightly grip the delicate fabric of her panties, while you move your other hand to caress the inside of her thigh, a wet spot forming on the small sliver of lacy fabric that rests directly against her pussy.
<<talk "katy">>I'm sorry they are a bit beat. Nice panties aren't exactly easy to come by lately.<</talk>>\
Even in all her ever growing arousal you can see her embarrassment and self-consciousness slip through, as if she was able to read your thoughts about her panties previously. Her lip lightly quivers and she bites it in attempt to stop it, though you aren't sure if it is the self-consciousness or her increasingly needy pussy causing such a thing.
<<talk "thought">>Probably a bit of both.<</talk>>\
You move your free hand to the other side of her panties, curling your fingers around the frail edges where the undergarment hugs her hips.
<<link "Delicately remove her panties.">><<run $player.addFlag("pantiesDelicate")>><<goto "Katy 3i">><</link>>
<<link "Rip her panties off.">><<run $player.addFlag("pantiesRough")>><<goto "Katy 3i">><</link>><<if $player.hasFlag("pantiesDelicate")>>\
Smirking, you tug gently at her panties, pulling the fabric down to expose the barest sliver of her clit and pussy lips. Katy gasps, and you can't help but revel at how such a small thing can have such a big effect.
Spurred on by her reactions you give her love bud a playful touch, causing Katy to let out a needy shiver, before pulling her panties down further, amused by the strand of pussy juice that seems intent to hold onto it.
Kissing her neck, you tug the lacy undergarment further, gravity causing it to fall quickly to her feet, and just as with her pants it becomes quickly, and haphazardly discarded.
<<else>>\
Smirking, you give her panties a preliminary tug, the delicate fabric easily gives, and considering the fact that the frail lace is already torn, you almost rip it just from lightly pulling on it.
Tugging harder, the undergarment tears at its seams, and you see Katy's eyes widen in shock from the ordeal.
Your brute strength making quick work of the delicate strands, you toss the now fully shredded undergarment haphazardly to the floor, smacking Katy's now bare ass for good measure.
Pulling your hand back from her petite butt, you can notice a tinge of redness on your hand.
<<talk "thought">>Considering what that smack did to me, I'm sure she now has a delightfully reddened ass.<</talk>>\
You feel an all time high at roughly displaying a bit of dominance, and your pride only becomes inflated further when you spot a strand of wetness between Katy's thigh and pussy lips that wasn't there before your rough treatment of her.
<<talk "thought">>Perhaps she likes being dominated. Her body sure seems to react in a way that suggests that.<</talk>>\
\
<<run $player.addFlag("rippedKatysPanties")>>\
<</if>>\
Katy, now breathing noticeably heavy, lets out a breathless little giggle, trying to use her body to spur you further.
Taking her cue you allow your fingers to probe around her pussy lips, the tip of your finger slipping into her sacred place just to find what you'd expect.
<<talk "player">>You are absolutely soaked. Color me flattered.<</talk>>\
The purple haired girl blushes, despite her need timidly offering a reply.
<<talk "katy">>I can't help it, it seems like I'm always generally-<</talk>>\
You interrupt her weak attempt at a reply by brushing her highly engorged clit.
Not wasting any time, you begin to stroke it, and your free hand grasps her breast, teasingly squeezing it in time to your strokes on her clit.
Her pussy, painfully wet, now squelches with each intruding inquiry of your finger inside it.
Katy bucks against your finger each time, her instinct taking over in an uncontrollable and furtive effort to coax it deeper inside.
Grasping your shirt Katy takes a few timid steps towards the bed, letting out a low moan as your finger curves slightly at her movement and you begin to piston it inside her as she steps backwards, struggling to support her own body weight on shaky legs.
Taking another couple steps back, she bites her lip as her ass presses into the edge of the bed, and she allows herself to fall backwards, your finger falling free of her pussy with a pop, as she shimmies off the rest of her clothes in the process. Sexily sprawled across the bed, she removes the ponytail from her braid, shaking her hair loose so that it forms a messy halo around her head.
Raising an inquiring eyebrow you step forward and join her, placing a hand on her exposed, and enticing offering of thigh.
<span class="img">[img[images/scenes/Katy_Hotel_Sex.png]]</span>
Katy, catching wind of your curious gaze, self-consciously offers;
<<talk "katy">>Who doesn't love a bit of bed head?<</talk>>\
Her blush deepens further, something you didn't think possible as you wrack your mind for where you'd like to take this.
<<if $player.gender is setup.Character.Gender.Male>><<link "Fuck her.">><<goto "Katy 3j">><</link>>
<<link "Fuck her, but request a condom.">><<run $player.addFlag("useCondom")>><<goto "Katy 3j">><</link>>
<<else>>[[Finger her.|Katy 3p]]
[[Go down on her.|Katy 3q]]<</if>>\Taking the clear invitation you step in between her legs, <<if not $player.hasFlag("useCondom")>>she gasps as your warm cock head touches her slit and a dollop of pre-cum spews out, mixing with her already prominent pussy juices.
Her hole feels impossibly tight around you as you push the tip of your cock in.
Involuntarily from the pleasure Katy closes her eyes and her breath catches, her pussy clenching even tighter around your cock as if in appreciation of the pleasure of you slowly entering her.
<<else>>she gasps at the anticipation of your bare cock touching her slit, but the thing she highly anticipates never comes as you place the palm of your hand upon the flat of her stomach instead.
<<talk "player">>You got a condom? I'm not planning on becoming a daddy in the middle of the apocalypse.<</talk>>\
Katy's eyes widen in shock, but she silently moves to comply, continuing to try and look sexy, but in a way comically failing, as she reaches blindly behind her, grabbing onto the handle of the nightstand.
Opening it, she pulls out a sleeve of rubbers, handing them to you.
Tearing one of the wrappers open with your teeth, you smirk at the fact that she has them available so readily.
<<talk "player">>Get a lot of sexual company?<</talk>>\
The girl stammers, trying to formulate a response in her embarrassment.
<<talk "katy">>Well-I-Uh-The...<</talk>>\
Her blush spreads to the tips of her ears as she quickly finds the nerve to blurt out.
<<talk "katy">>It's a complimentary thing...<</talk>>\
You slide the condom down your length and rub your needy pillar of flesh across her slit to further fluster the girl and throw her off of her game.
<<talk "player">>You mean to tell me that all hotel rooms have condoms in the nightstand?<</talk>>\
Katy shivers, and you can tell your teasing ruse is working as her eyes come back blank and lustful despite her efforts to formulate something coherent amid the teasing.
In the end, she gives up on words, biting her lip and simply enthusiastically nodding with impossibly red cheeks instead.
Not wanting to break the flirty, but easily flustered girl, you push the tip of your rubber covered cock inside, reveling in the fact that you can noticeably see her eyes roll to the back of her head.
<</if>>\
Knowing she is more than ready you use one powerful thrust to shove balls deep inside of her. Katy's body convulses in orgasm, her pent up petite form not able to hold back in the feeling of absolute fullness.
Her cervix kisses and milks your cock fervently, and her body trembles from the exertion of coming down from a powerful orgasm.
Your hands grip Katy's thighs insistently, letting her know without the use of words, that until you reach your own bliss, you aren't done with her yet.
Pulling out, you take a moment to drive her nuts by teasing her oversensitive post-orgasmic pussy with your tip. Katy writhes beneath you, begging you to fuck her with all you got with just a glance.
Determined to reach your own orgasm within her tight confines, you oblige her, hilting yourself balls deep once again.
Katy's pussy squelches and she squirms beneath you as you start to find a rhythm, using her hole with little regards to her own pleasure, knowing she is more than wet enough.
If the moaning, sex-crazed girl beneath you has any complaints, she is too wrapped up in a constant, mutual bliss with you to voice them.
Slowly, but surely you feel the pleasurable orgasmic tension begin to build within your body.
Katy's pussy grips you like a vice, and her squirming on the bed beneath you causes her tight cunt to milk you delightfully.
Your moans and grunts begin to mingle with her own as her juices flow freely, and coat your thighs, creating nothing but sexual stickiness in the places where your bodies connect.
In the heat of the moment, you lean down, and kiss her.
The petite girls eyes widen, and you feel her body tense up, her pussy beginning to spasm around your dick.
She kisses you back, sloppily, and needy as her hips buck instinctually towards you in time to your thrusts as you continue to piston her.
Between the tightness of her pussy, the feeling of her hole milking your cock, and the way her cervix gives your cock a sloppy kiss every time you hilt it inside of her, you find yourself struggling to hold back much longer.
Your cock twitches, and your balls ache, your body begging to give in to your sexual tensions. Katy coos, pleasantly delighted at the twitching sensation.
Suddenly, and you can tell from Katy's smirk that it is on purpose, you feel her pussy begin to more insistently milk you, as if it were begging for you to release your cum deep within her depths<<if $player.hasFlag("useCondom")>>, despite the condom.<<else>>.<</if>>
Not able to hold back any longer, you grip her thighs tightly, making sure she is as flush as possible to your pelvis, your cock sharing a mutual kiss with her cervix.
/* [[Change To Position]] */\
<<link "Cum inside.">><<run $player.addFlag("cumInside")>><<goto "Katy 3k">><</link>><<if not $player.hasFlag("useCondom")>>
<<link "Pull out.">><<run $player.addFlag("cumOutside")>><<goto "Katy 3k">><</link>><</if>>
<<run $player.deleteFlag("pantiesDelicate")>><<run $player.deleteFlag("pantiesRough")>>\<<if $player.hasFlag("cumInside")>>\
With a groan, you unload your precious cargo <<if $player.hasFlag("useCondom")>>within the condom<<else>>deep inside her bare pussy<</if>>, continuing to lazily fuck her hole<<if not $player.hasFlag("useCondom")>>, urging your load deeper<</if>> as your manhood softens.
Too soft to remain inside, your<<if $player.hasFlag("useCondom")>> rubber covered<</if>> cock falls out of her cunt with a pop.
Katy smiles, content as she lifts the thin sheets from the bed, letting out a yawn and snuggling under it.
<<else>>\
With a groan, you pull out of her needy snatch, shooting strands of cum across her bare stomach.
Katy giggles, using a finger to scoop some up, then sticking it into her mouth, making a show of gently sucking it with a wink.
<<talk "katy">>You know, I'd snuggle under the sheets, but I just washed them.<</talk>>\
The words come out mumbled as she tries to suppress a yawn to speak them.
Despite being able to snuggle into the bed like she'd like, you can tell she is anything but upset.
Cum covered, she stretches her petite frame to take up more space on the bed, clenching her fists together gently as she yawns widely.
<</if>>\
<<talk "thought">>Kinda reminds me of a milk drunk kitten.<</talk>>\
You can't help but let out the chuckle at the mental image<<if $player.hasFlag("useCondom")>>, as you pull the used condom off your cock, tying the ends and disposing of it<</if>>.
Getting yourself dressed, you begin to wonder if Katy fell asleep as her breathing slows, and her facial muscles relax against the pillow.
You tip toe towards the door, trying not to disturb her, only for her to open her eyes as you try to open the door wide enough to fit through it, and the hinges creak.
<<talk "katy">>Till next time stranger.<</talk>>\
<<talk "player">>Call me, <<= $player.firstName>>.<</talk>>\
She closes her eyes again, smiling.
<<talk "katy">>Alright then, till next time, <<= $player.firstName>>. Do me a favor close the door when you leave? I came so hard I'm kinda exhausted and everything.<</talk>>\
Katy opens her eyes again, smiling sheepishly this time.
Shooting you a wink, she snuggles cutely into the bed again, her hair a mess, but her peaceful serenity making her a beauty to behold.
<<talk "thought">>You know, she is kinda right. The bed head is very endearing.<</talk>>\
You shake your head as you revel in the endearment, remembering how the day's events started.
Your eyes roaming the room one last time, you spot her discarded panties, stalling at the door as you think to yourself, unable to stop your mind from focusing on them.
<<talk "thought">>I wonder, would she notice if they were gone? Should I ask to keep them? Take them home as a memento of the occasion?<</talk>>\
[[Just take them.|Katy 3ka]]
[[Ask if you can have them.|Katy 3kb]]
[[Just shut the door and leave.|Katy 3kc]]
<<if $player.hasFlag("cumInside")>><<if not $player.hasFlag("useCondom")>><<run $katy.cumFilledAttempt("vaginal", $player)>><<run $katy.sexAttempt($player)>><</if>><</if>><<run $player.vaginalSexGiven += 1>><<run $katy.vaginalSexRecieved += 1>><<if $player.hasFlag("useCondom")>><<run $player.deleteFlag("useCondom")>><</if>><<if $player.hasSexed($katy) is false>><<run $katy.maleSexualPartners += 1>><<run $player.femaleSexualPartners += 1>><<run $player.addFlag("sexedKaty")>><</if>>\Doing your best to learn from your mistakes, you open the door wider again, making sure it doesn't creak.
As silently as possible, you make your way back into the room, and grab Katy's panties off the floor at the foot of the bed, pocketing them.
<<if $player.hasFlag("rippedKatysPanties")>><<talk "thought">>I'm sure she won't mourn ripped panties.<</talk>><<else>><<talk "thought">>I'm sure she wont miss them. Certainly she has more than just one pair of panties.<</talk>><</if>>\
Katy stirs, but her eyes remain closed. You let out a breath you didn't know you were holding as she seemingly settles back down to sleep, a smirk now gracing her face serenely.
<<talk "thought">>Has she noticed I've taken them? Certainly not, right? Her eyes are closed.<</talk>>\
You shake off the intruding thought, closing the door softly behind you, and stepping back out into the hallway.
Having gone through the motions before, you make quick time of descending down the hotel stairs, and making your way back to the ferry.
Once again turning the key, the boat quickly revs to life, and you make your way back towards the main park's shore.
Glancing at the dock, you see that it is overrun with infected.
<<talk "thought">>A result of all the noise I made earlier. Would probably be safer to probably just attempt to beach the ferry instead.<</talk>>\
You cement your decision by turning the steering wheel towards the land off to the side instead. The ferry chugs towards it obediently, hitting the shore and becoming stuck on it with a sharp lurching motion and big thud.
<<talk "thought">>Hard on the boat, but currently the safest option for me. Not sure I'll be able to get it back in the water next time I need it, but I'll figure it out.<</talk>>\
Disembarking from the ferry, you weary legs go through the motions of muscle memory, making quick work of getting you home.
By the time you arrive back to your settlement, the sun has gone down, and the sky is pitch dark. You unload your belongings, stowing away your backpack, and staring at your bedroll longingly.
<<link "End.">><<addtime { hour : 18 }>><<gotoevent setup.events.returnHome>><</link>>
<<if $player.hasFlag("rippedKatysPanties")>><<run $player.inventory.add("katys_ripped_panties")>><<else>><<run $player.inventory.add("katys_panties")>><</if>><<run $player.addFlag("stoleKatysPanties")>><<run $player.deleteFlag("cumInside")>><<run $player.deleteFlag("cumOutside")>>\<<talk "player">>Hey. Uh.<</talk>>\
Katy opens her eyes, half out of it.
<<talk "katy">>Hm?<</talk>>\
<<if $player.hasFlag("rippedKatysPanties")>>\
<<talk "player">>Since I ruined your panties can I take them home with me?<</talk>>\
Katy lets out a chuckle, her eyes still closed, but seeming more alert now.
<<talk "katy">>Alright, just don't do anything naughty with them, a girl has to protect her dignity.<</talk>>\
She jokingly mumbles.
You laugh at the irony of it, knowing she lost her dignity the second you fucked her.
She shoots you a look as if she was all too aware of the irony, and already expects and anticipates you will defy her only request.
<<talk "player">>You did say they were falling apart anyway. And what dignity?<</talk>>\
You retort.
The tired girl loses herself to a fit of giggles.
<<talk "katy">>It didn't mean "Rip them off of me." That said, what a delightful first for me.<</talk>>\
<<else>>\
<<talk "player">>Can I keep your panties?<</talk>>\
<<talk "katy">>A bit of a weird flex, but sure, I'm not judging.<</talk>>\
She winks.
<<talk "katy">>Just don't do anything naughty with them, a girl has to protect her dignity.<</talk>>\
You laugh at the irony of it, knowing she lost her dignity the second you fucked her.
<<talk "player">>What dignity?<</talk>>\
She shoots you a look as if she was all too aware of the irony all along, and already expects and anticipates you will defy her only request.
<<talk "katy">>I'm not sure, it //used// to exist. You know, before the world went to hell with zombies.<</talk>>\
<</if>>\
She loses herself to another giggle fit.
The conversation between the two of you dies out as she settles back into bed, and you pocket her panties, closing the door, and stepping out into the hallway.
Having gone through the motions before, you make quick time of descending down the hotel stairs, and making your way back to the ferry.
Once again turning the key, the boat quickly revs to life, and you make your way back towards the main park's shore.
Glancing at the dock, you see that it is overrun with infected.
<<talk "thought">>A result of all the noise I made earlier. Would probably be safer to probably just attempt to beach the ferry instead.<</talk>>\
You cement your decision by turning the steering wheel towards the land off to the side instead. The ferry chugs towards it obediently, hitting the shore and becoming stuck on it with a sharp lurching motion and big thud.
<<talk "thought">>Hard on the boat, but currently the safest option for me. Not sure I'll be able to get it back in the water next time I need it, but I'll figure it out.<</talk>>\
Disembarking from the ferry, you weary legs go through the motions of muscle memory, making quick work of getting you home.
By the time you arrive back to your settlement, the sun has gone down, and the sky is pitch dark. You unload your belongings, stowing away your backpack, and staring at your bedroll longingly.
<<link "End.">><<addtime { hour : 18 }>><<gotoevent setup.events.returnHome>><</link>>
<<if $player.hasFlag("rippedKatysPanties")>><<run $player.inventory.add("katys_ripped_panties")>><<else>><<run $player.inventory.add("katys_panties")>><</if>><<run $player.deleteFlag("cumInside")>><<run $player.deleteFlag("cumOutside")>>\Shaking your head, you discard the thought.
<<talk "thought">>All of those choices would probably be crossing some boundary.<</talk>>\
Softly closing the door, you step into the hallway.
Having gone through the motions before, you make quick time of descending down the hotel stairs, and making your way back to the ferry.
Once again turning the key, the boat quickly revs to life, and you make your way back towards the main park's shore.
Glancing at the dock, you see that it is overrun with infected.
<<talk "thought">>A result of all the noise I made earlier. Would probably be safer to probably just attempt to beach the ferry instead.<</talk>>\
You cement your decision by turning the steering wheel towards the land off to the side instead. The ferry chugs towards it obediently, hitting the shore and becoming stuck on it with a sharp lurching motion and big thud.
<<talk "thought">>Hard on the boat, but currently the safest option for me. Not sure I'll be able to get it back in the water next time I need it, but I'll figure it out.<</talk>>\
Disembarking from the ferry, you weary legs go through the motions of muscle memory, making quick work of getting you home.
By the time you arrive back to your settlement, the sun has gone down, and the sky is pitch dark. You unload your belongings, stowing away your backpack, and staring at your bedroll longingly.
<<link "End.">><<addtime { hour : 18 }>><<gotoevent setup.events.returnHome>><</link>>
<<run $player.deleteFlag("cumInside")>><<run $player.deleteFlag("cumOutside")>>\<<talk "player">>How have you survived so long, not being able to leave?<</talk>>\
You ask, curiously.
<<talk "katy">>I'm a decently good swimmer, there is nothing dangerous in the water. Keeps me in shape.<</talk>>\
Katy winks.
<<talk "katy">>Maybe next time you visit, I can show you all them swimming muscles at play.<</talk>>\
She pauses a moment, smirking to herself before continuing.
<<talk "katy">>Plus, this place has a ton of supplies to keep me going, the hotel had just been restocked in preparation for a grand reopening. I haven't really had to leave for much of anything.<</talk>>\
<<link "Continue.">><<run $katyQuestions += 1>><<run $player.addFlag("katyLeave")>><<goto "Katy 3 Question Transitions">><</link>><<talk "player">>It is unusually quiet and peaceful here. Where are all the zombies?<</talk>>\
Katy smiles, almost as if she expected you'd be curious about such a thing.
<<talk "katy">>The hotel has been closed for awhile, preparation for a grand reopening. I've been here overseeing shipments while my family is away. Let's just say that while I was waiting for the last shipment of supplies and help for the day, things hit the fan. I'll consider myself lucky.<</talk>>\
<<link "Continue.">><<run $katyQuestions += 1>><<run $player.addFlag("katyZombies")>><<goto "Katy 3 Question Transitions">><</link>><<talk "player">>That's all my questions for now. Thank you for humoring me.<</talk>>\
You inch towards the door, ready to take your leave.
<<talk "katy">>Anytime, will I see you again?<</talk>>\
<<talk "player">>If the world is kind to me.<</talk>>\
<<talk "katy">>The world is never kind, but I'll take your optimism as a promising thing.<</talk>>\
She lets out a small chuckle as you hand lands upon the door, opening it just wide enough to let yourself out before giving her a wave, closing it behind you as you step back out into the hallway.
Having gone through the motions before, you make quick time of descending down the hotel stairs, and making your way back to the ferry.
Once again turning the key, the boat quickly revs to life, and you make your way back towards the main park's shore.
Glancing at the dock, you see that it is overrun with infected.
<<talk "thought">>A result of all the noise I made earlier. Would probably be safer to probably just attempt to beach the ferry instead.<</talk>>\
You cement your decision by turning the steering wheel towards the land off to the side instead. The ferry chugs towards it obediently, hitting the shore and becoming stuck on it with a sharp lurching motion and big thud.
<<talk "thought">>Hard on the boat, but currently the safest option for me. Not sure I'll be able to get it back in the water next time I need it, but I'll figure it out.<</talk>>\
Disembarking from the ferry, you weary legs go through the motions of muscle memory, making quick work of getting you home.
By the time you arrive back to your settlement, the sun has gone down, and the sky is pitch dark. You unload your belongings, stowing away your backpack, and staring at your bedroll longingly.
<<link "End.">><<addtime { hour : 18 }>><<gotoevent setup.events.returnHome>><<run $player.deleteFlag("katyHerself")>><<run $player.deleteFlag("katyLeave")>><<run $player.deleteFlag("katyZombies")>><<run $player.deleteFlag("katyHere")>><<unset $katyQuestions>><</link>><<talk "player">>Why are you here? By yourself?<</talk>>\
<<talk "katy">>Just overseeing the reopening of the hotel. My family entrusted the task to me while they are away.<</talk>>\
<<link "Continue.">><<run $katyQuestions += 1>><<run $player.addFlag("katyHere")>><<goto "Katy 3 Question Transitions">><</link>>Taking the clear invitation you step in between her legs, gently rubbing her slit as you step closer. Smirking, you pull your finger back slightly, surprised to see a strand of juice hanging precariously between your digit and Katy's pussy.
<<talk "thought">>She doesn't even have to use any words. Her body is begging for it.<</talk>>\
Katy moans in anticipation, as if she could somehow read your thought processes, and felt a need to wantonly confirm it.
Spurred on by her actions, you rub your juice soaked digit around the outside of her hole once more, before sticking it inside.
The purple haired girl squirms against you as you pump the single finger inside, eager for more stimulation.
<<talk "thought">>She is more than wet enough, time to stick another finger or two inside.<</talk>>\
Katy orgasms as you turn your thoughts into actions, sticking a second and then third finger inside.
You revel in your momentary mastery of her body as you use your three digits to thoroughly fuck her.
The petite girl squirms, gasps, and moans against your ministrations as her body reaches an all time sensitive state in her afterglow, all too happy to fuel your utter domination of her lustful body.
<<talk "katy">>Mmmh. Please...<</talk>>\
Her words come out like a weak whisper, as she places her hand against the back of your own that is currently finger fucking her pussy.
<<talk "katy">>You've made me feel amazing in such a short time. I know I can be a bit sensitive and be a quick trigger...<</talk>>\
She blushes, trailing off a moment.
<<talk "katy">>But, you clearly know what you are doing. Let me return the favor.<</talk>>\
She smirks looking into your eyes as she waits for an answer.
Smiling you nod, and take your fingers out of her pussy. Unsurprisingly enough even the withdrawal of your digits is enough to leave her in the troughs of orgasm again.
Coming down from yet another afterglow, Katy sits up and positions herself in between your legs, licking your pussy playfully, and leaving no doubt of her intention.
You allow yourself to take a few steps back, resting your butt against the hotel room doorframe for support as the purple haired girl smirks and rubs your clit in time to tongue fucking your cunny.
<<talk "thought">>She clearly has done this before. Either that, or she is very good for a beginner.<</talk>>\
Putting your hands behind her head, you give it a tug to shove her face further into your pussy.
Katy obliges, lapping at your wet and needy cunt happily, only occasionally looking up towards your face, as if she were a puppy waiting for some kind of validation.
It isn't long before you feel the signs of orgasm begin to rise within your gut, the pleasantly rising euphoric feeling of that telltale tension.
The petite girl smirks against your cunt, seemingly invigorated by your approaching orgasm.
Katy starts lapping at your pussy with a wanton abandon, and you feel yourself lose to the rising tension. Your body spasms, as Katy continues to tongue fuck your pussy as you ride your orgasm.
Coming down from your orgasmic high, you smirk when you see the glistening of your pussy juice against Katy's face.
<<talk "player">>You got a little something on your face.<</talk>>\
You offer teasingly.
The girl blushes crimson but overall looks content as she takes a moment to nuzzle her head affectionately into your leg before standing and yawning as she plops herself back down on the nearest bed.
[[Continue.|Katy 3r]]Taking the clear invitation you drop to the floor in between her legs, giving Katy's pussy a small kiss in a way that leaves no doubt about your upcoming intention.
Katy shudders as she lets out a wanton moan, losing herself to anticipation.
<<talk "thought">>She doesn't even have to use any words. Her body is begging for it.<</talk>>\
Spurred on by her responses you lap at her pussy fervently.
Katy gently holds your head, as if she wants to keep you in the position, but she doesn't want you to feel forced into going further.
Weather you want to go further proves to be the furthest question from your mind as you use your lips and tongue to achieve a powerful, sexual mastery over her body.
You find yourself reveling in the fact that you can change the intensity of her moans with different speeds of your tongue, or cause her to instinctually squirm her pussy against your lips as you lick and kiss around it.
If the purple haired girl seems to mind, she definitely doesn't show it as you feel her body tense, Katy losing herself to a powerful orgasm.
<<talk "katy">>Mmmh. Please...<</talk>>\
Her words come out like a weak whisper, as she gently strokes the back of your head, looking at you adoringly.
<<talk "katy">>You've made me feel amazing in such a short time. I know I can be a bit sensitive and be a quick trigger...<</talk>>\
She blushes, trailing off a moment.
<<talk "katy">>But, you clearly know what you are doing. Let me return the favor.<</talk>>\
She smirks looking into your eyes as she waits for an answer.
Smiling you nod, and take your fingers out of her pussy. Unsurprisingly enough even the withdrawal of your digits is enough to leave her in the troughs of orgasm again.
Coming down from yet another afterglow, Katy sits up and positions herself in between your legs, licking your pussy playfully, and leaving no doubt of her intention.
You allow yourself to take a few steps back, resting your butt against the hotel room doorframe for support as the purple haired girl smirks and rubs your clit in time to tongue fucking your cunny.
<<talk "thought">>She clearly has done this before. Either that, or she is very good for a beginner.<</talk>>\
Putting your hands behind her head, you give it a tug to shove her face further into your pussy.
Katy obliges, lapping at your wet and needy cunt happily, only occasionally looking up towards your face, as if she were a puppy waiting for some kind of validation.
It isn't long before you feel the signs of orgasm begin to rise within your gut, the pleasantly rising euphoric feeling of that telltale tension.
The petite girl smirks against your cunt, seemingly invigorated by your approaching orgasm.
Katy starts lapping at your pussy with a wanton abandon, and you feel yourself lose to the rising tension. Your body spasms, as Katy continues to tongue fuck your pussy as you ride your orgasm.
Coming down from your orgasmic high, you smirk when you see the glistening of your pussy juice against Katy's face.
<<talk "player">>You got a little something on your face.<</talk>>\
You offer teasingly.
The girl blushes crimson but overall looks content as she takes a moment to nuzzle her head affectionately into your leg before standing and yawning as she plops herself back down on the nearest bed.
[[Continue.|Katy 3r]]Katy smiles, content as she lifts the thin sheets from the bed, letting out a yawn and snuggling under it.
<<talk "thought">>Kinda reminds me of a milk drunk kitten.<</talk>>\
You can't help but let out the chuckle at the mental image.
Getting yourself dressed, you begin to wonder if Katy fell asleep as her breathing slows, and her facial muscles relax against the pillow.
You tip toe towards the door, trying not to disturb her, only for her to open her eyes as you try to open the door wide enough to fit through it, and the hinges creak.
<<talk "katy">>Till next time stranger.<</talk>>\
<<talk "player">>Call me, <<= $player.firstName>>.<</talk>>\
She closes her eyes again, smiling.
<<talk "katy">>Alright then, till next time, <<= $player.firstName>>. Do me a favor close the door when you leave? I came so hard I'm kinda exhausted and everything.<</talk>>\
Katy opens her eyes again, smiling sheepishly this time.
Shooting you a wink, she snuggles cutely into the bed again, her hair a mess, but her peaceful serenity making her a beauty to behold.
<<talk "thought">>You know, she is kinda right. The bed head is very endearing.<</talk>>\
You shake your head as you revel in the endearment, remembering how the day's events started.
Your eyes roaming the room one last time, you spot her discarded panties, stalling at the door as you think to yourself, unable to stop your mind from focusing on them.
<<talk "thought">>I wonder, would she notice if they were gone? Should I ask to keep them? Take them home as a memento of the occasion?<</talk>>\
[[Just take them.|Katy 3ka]]
[[Ask if you can have them.|Katy 3kb]]
[[Just shut the door and leave.|Katy 3kc]]
<<if $player.hasSexed($katy) is false>><<run $katy.femaleSexualPartners += 1>><<run $player.femaleSexualPartners += 1>><<run $player.addFlag("sexedKaty")>><</if>><<run $katy.otherSexActs += 1>><<run $player.otherSexActs += 1>>\Expansion Ideas:
-Let player ask more info about the grand reopening?
-Maybe player can occasionally ask for an item of choice from Katy?
-Add in a hint at getting replacement panties?
-Let the player be able to ask her to join him, even if she refuses?
-Expand with more questions that can be asked later?
-Add in morality/murder count stat for the robbery branch of scene?
-Flesh out commented out variants at a later time.
-Fuck her options to change positions?
-Make it so choosing to rip her panties off allows for a more rough fucking option?
Future scene effects:
-If you just take them, maybe she playfully says something next time?
-Visit hotel option from Theme Park?
-Have an optional quest to find her a new pair of panties? (Can maybe have her try on sets that you find and sex her in repeatable sex scenes in them?)
-Option to masturbate with Katy's panties in the settlement if you have them?
-Add in generic sex after this? (That maybe uses this as a base.)
Coding/Priority TODOS:
-Nope option should lock out further content and prevent repeating of Katy 3. ($katy.addFlag("Nope"))
-Make note of all flags, etc. used in scene.
-Run pregnancy checks? (When she has pregnancy content)
-Condoms usually come in a pack of 3? (Add 2 condoms as extras to player inventory?) (Condom item needs to be setup as a whole.)
-Add in WIP Katy sex art to the scene before final release?
Consistency Priority Writing:
-Needs female variant.
-Tie 3a into sex segments? (Slightly different intro variant?)
-Describe Katy's features better at the start of the scene.
Scene Stats:
-Base, before expansions 7.6kThinking about Katy and your children together, you make quick work of swimming across the lake to the hotel.
<<includeevent "Katy Visit Ambients">>
Having made the trip back to the themepark, so many times before, it doesn't take long to make your way back to the dock at the main part of the park, drying yourself off with a conveniently left towel, and continuing about your day.
[[End.|themePark]]<<set setup.events.katyVisitAmbients = [
{
requires: '$kids.some(function (k) { return k.motherId === $katy.id && k.fatherId === $player.id && k.ageReal <= 2; })',
chance: 75,
link: "Katy Baby 1"
},
{
requires: '$kids.some(function (k) { return k.motherId === $katy.id && k.fatherId === $player.id && k.ageReal <= 2; })',
chance: 100,
link: "Katy Baby 2"
}
]>><<set $kid to $kids.filter(function (k) { return k.motherId === $katy.id && k.fatherId === $player.id && k.ageReal <= 2; }).random()>>\
Entering her room, you find Katy sitting upon the hotel bed, holding $kid.nickOrName in her arms. She rocks your child lovingly as $kid.he begins to fuss, whispering sweet nothings to the infant until $kid.his_ eyes become liddled, soon losing the battle $kid.he is fighting to try and stay in the waking world.
As you approach, Katy looks up and smiles, addressing you.
<<talk "katy">>It's not been easy, but thank you for giving me the purpose I didn't know I needed.<</talk>>\
It is almost so soft you didn't hear it.
<<talk "katy">>I mean just look at me, I haven't got a full nights sleep since $kid.nickOrName was born, but it is the highest level of fulfilling.<</talk>>\
The loving expression on her face changes to flirtatious as the next words come quickly and clearly from her mouth.
<<talk "katy">>So, when are we going to have another one?<</talk>>\
She laughs as you look like a deer in the headlights momentarily.
<<talk "katy">>What's that $kid.nickOrName?<</talk>>\
Katy keeps her eyes steady on you as she brings the infant up to her ear as if $kid.he were trying to tell her something.
<<talk "katy">>You want a sibling?<</talk>>\
Her meledious laughter fills the air again as she theatrically exclaims;
<<talk "katy">>I'd love to give you one. If daddy is willing.<</talk>>\
The purple haired girl winks, and turns the baby around so $kid.he stares directly at you.
<<talk "katy">>I know you can shoot me down easily, but can you say no to $kid.his_ too?<</talk>>\
At this point she is grinning ear to ear at her own theatrics.
<<talk "thought">>Damn. This girl is just her own entertainment.<</talk>>\
Katy smiles and archs an eyebrow at you.
<<talk "katy">>Penny for your thoughts?<</talk>>\
<<talk "player">>Nothing much, just appreciating a potentially enderaing quality or two.<</talk>>\
She laughs again as her fingers subconciously finds the small hands of your child.
The purpled haired girl smiles and looks down in an adoring haze as your baby flails $kid.his_ hand for a moment before finding one of $kid.his_ mothers fingers, wrapping $kid.his_ little hand around it, and establishing a tight grip before falling back asleep.
<<talk "katy">>I can see your daddy in you.<</talk>>\
It is almost as if your presence has been forgotten as she whispers to the slumbering infant in her lap, momentarily ignoring you.
<<talk "katy">>Your daddy is a wonderful man, so much so, that I don't think that I'm the only one willing to die for you.<</talk>>\
You smile and get ready to leave the two to bond together, you almost start to believe you are going to be able to exit undetected when Katy looks up when you reach the door, and mouths 'Thank you.'
<<unset $kid>>\<<set $kid to $kids.filter(function (k) { return k.motherId === $katy.id && k.fatherId === $player.id && k.ageReal <= 2; }).random()>>\
Stepping into Katy's hotel room, you hear her singing a lullaby to $kid.nickOrName, but the lullaby she is singing, is anything but traditional.
//Rockaby baby, in the treetop...
Try not to make sound, or a zombie might chomp.
I will protect you, give it my all...
Sleep well little baby, despite the zombies and all.//
Looking up and spotting you, Katy looks a bit sheepish, but doesn't take long to break out a grin.
<<talk "katy">>Like my rendition? Felt suiting given the apocalypse and all.<</talk>>\
Giggling she takes $kid.nickOrName and places $kid.him on the bed. Attention now fully on the infant, she whispers sweet nothings to $kid.him as she tucks $kid.him in, sitting on the edge of the bed, vigilant.
<<talk "thought">>It might just be a lullaby, but you can tell from how she behaves, she meant what she said about giving her all to protect $kid.nickOrName.<</talk>>\
Stepping up behind Katy, you give her a hug.
She tenses momentarily at the unexpected physical contact, but quickly leans into it, letting out a sigh of contentment.
<<talk "katy">>We love you.<</talk>>\
You can tell the we is her and your now contently slumbering infant child.
<<talk "player">>You two are beacons of hope in a dreary apocalypse. I love you too.<</talk>>\
Katy warmly giggles, and you give a quick peck to her lips and then her neck on your retreat.
<<talk "player">>I've got to go, but I'll be around.<</talk>>\
<<talk "katy">>Be safe, and all that. You know all that mumbo jumbo that's standard like don't get yourself killed. As if you have control about what those bloodthirsty zombs do.<</talk>>\
Grabbing your hand she gives it a tender squeeze before turning her attention back to the baby.
<<talk "player">>I'll try, but as you said, can't control what the zombies do.<</talk>>\
Katy gives a bittersweet smile, as she keeps her eyes on the baby, giving the slightest nod before you exit the room.
<<unset $kid>>\<<set $kid to $kids.filter(function (k) { return k.motherId === $katy.id && k.fatherId === $player.id && k.ageReal <= 2; }).random()>>\
<<unset $kid>>\<<set $kid to $kids.filter(function (k) { return k.motherId === $katy.id && k.fatherId === $player.id && k.ageReal >= 2 && k.ageReal < 4; }).random()>>\
<<unset $kid>>\<<set $kid to $kids.filter(function (k) { return k.motherId === $katy.id && k.fatherId === $player.id && k.ageReal >= 4 && k.ageReal <= 12; }).random()>>\
<<unset $kid>>\{
requires: '$kids.some(function (k) { return k.motherId === $katy.id && k.fatherId === $player.id && k.ageReal >= 2 && k.ageReal < 4; })',
chance: 100,
link: "Katy Toddler 1"
},
{
requires: '$kids.some(function (k) { return k.motherId === $katy.id && k.fatherId === $player.id && k.ageReal >= 4 && k.ageReal <= 12; })',
chance: 100,
link: "Katy Child 1"
}Making a beeline towards your camp, you see a familiar purple haired girl leaning against<<if $PlayerSettlement is "themeParkSettlement">>the main square fountain,<<else>>a tree,<</if>> waiting for you.
Taking notice of your arrival, Katy nervously stands to attention, awkwardly waving at you.
<<talk "katy">>Uh. Hey. Have a second?<</talk>>\
You regard her, surprised by her unexpected presence.
<<talk "player">>Hey. How did you find me?<</talk>>\
You return her awkward wave, all while voicing the obvious question.
<<talk "katy">>Last time you left the hotel, I watched from the window, and saw which general direction you headed. I just wanted to make sure you made it back across the lake and evaded any zombies on the shore okay. Anyway...<</talk>>\
She rubs the back of her head sheepishly.
<<talk "katy">>It was pretty easy to find you from there, I just let my feet take me the same way, and kept my eyes out for any indicator that the area might be occupied or someone had been camping in it recently.<</talk>>\
You gesture for her to sit down <<if $PlayerSettlement is "themeParkSettlement">>on the ledge of the bottom tier of the fountain,<<else>>on the base of the tree,<</if>> she obliges and you take a seat next to her, relaxing, but keeping yourself alert in case a zombie might wander into the area while you are chatting.
<<talk "player">>Well, I guess then the next obvious thing to ask is, what brings you all this way?<</talk>>\
You see her let out a nervous shiver before she steadies herself by taking a deep breath, and placing her free hand on your thigh.
<<talk "katy">>I just figured I had a responsibility to tell you something.<</talk>>\
Katy takes another deep breath before nervously looking towards her own clenched hand. It isn't until now that you notice that she has been holding something. Catching you looking she gives a nervous smile, moving her clenched hand closer unfurling it slowly.
Taking a look at the object in her hand, you can see that it is a pregnancy test, two lines are present, one strong, the other barely there but present none the less.
<<talk "thought">>One line is not pregnant. But two...<</talk>>\
The purple haired girl voices the conclusion you were mentally gearing to voice.
<<talk "katy">>I'm pregnant. It's still early yet, but I took many tests to be sure of it. A part of me doesn't expect you to care, or be involved with the baby and me anymore or anything. After all, I was just a fun, quick fuck in a hotel. It's irresponsible isn't it? To have sex with someone I barely know. To come here because I hold a sliver of hope that even if you don't care about me, you will want to be involved with this miraculous new life we created together. So many different things have been going through my head since I found out recently. I kinda feel like a bad mother already. My actions risk the baby not growing up with a father. It feels selfish to want to keep it. Wanting to bring a baby into the world despite the fact that it is a vulnerable new life, and I know that by myself I'll be a crappy example of adequate protection.<</talk>>\
The girl starts to tear up.
<<talk "katy">>How is it possible? To be so happy, but at the same time feel I have failed our child already?<</talk>>\
With a sigh, she places the pregnancy test in the space between you, staring off into space for a moment.
<<talk "katy">>Sorry, I don't mean to be a downer, I know you aren't really used to seeing me like this. It makes the burdens of the world feel less heavy when you make an effort to act playful and flirty. And that's the girl I try to be 90% of the time. But sometimes, this new, harsher world just weighs in on me. Shreds me like cheese through a cheese grater, double speed.<</talk>>\
She laughs.
<<talk "katy">>Honestly, I'm not sure why that was so funny to me. Thank god for weird analogies, I feel a tad bit better even though I had to fail terribly to achieve such a thing.<</talk>>\
You find yourself involuntarily smiling at her antics despite yourself, your mind reeling.
<<talk "katy">>Anyway, I should probably be going. You know where to find me. No strings attached if fucking a pregnant woman is your kink.<</talk>>\
Winking, she stands up suddenly.
<<talk "katy">>If on the other hand, being a father is your thing...<</talk>>\
She pulls out a crumpled up onesie from her pants pocket, leaning in closely. It reads "World's Best Daddy"
<<talk "katy">>Both me and the little one have room for a daddy.<</talk>>\
Breath hot against your cheek as she speaks the words, Katy bites her lip and smirks as she continues to stare off into space while rubbing your cock through your pants gently.
Your cock has just begun to harden when she suddenly giggles, regarding you closely.
<<talk "katy">>I'd stay and have some fun with you, but I'm pretty sure that's how I got into this situation in the first place.<</talk>>\
Winking she takes a deep breath becoming a tad bit more serious before continuing.
<<talk "katy">>I'll give you a chance to mull over things. If I never see you again, I'll know what your decision is. Otherwise you know where I'll be waiting.<</talk>>\
Suddenly spurring into forward motion she captures your mouth with her own, sealing it in a passionate kiss.
Letting the kiss linger you can feel her smirk against your lips as she can't help but ever so slightly pull and lower your hoodie zipper.
She giggles once more before taking off into a run, and disappearing into the distance.
<<talk "thought">>She is a strange and energetic one, that's for sure.<</talk>>\
You find yourself smirking and shaking your head back and forth in the face of her antics.
<<talk "thought">>I guess I have a lot to think about. But it all comes down to one main question. Am I ready to become a father figure in the midst of the ongoing apocalypse?<</talk>>\
<<link "End.">><<gotoevent setup.events.returnHome>><</link>>\
<<run $katy.addFlag("announced")>><<run $katy.pregnancies += 1>><<run $player.childrenFathered += 1>>\RETURN HOME ARRAY. On Override.Standing near the theme park's lake, you find yourself thinking about Katy's pregnancy.
<<talk "thought">>I think I'd like to be involved with her and our child, no matter how bad the real world circumstance might be.<</talk>>\
Your mind reels as you regard the beached ferry thoughtfully.
<<talk "thought">>But, how do I get across without the ferry?<</talk>>\
A moment passes as you consider your own mental inquiry. As well as the question that seems to follow.
<<talk "thought">>You know, how did Katy get across without the ferry?<</talk>>\
Scanning the area it isn't long before you see a stack of clean towels resting on the nearby dock.
<<talk "thought">>She can't seriously swim the whole thing. Can she?<</talk>>\
Another scan of the area makes it clear that there is no other viable option.
Without further ado, you take a deep breath, and dive into the cold lake.
You shiver, the waters chilling you to the bone.
<<talk "thought">>Going to have to figure something else out as the weather gets colder. No way would it be possible to make this swim when the lake starts freezing over.<</talk>>\
Beginning to make long strokes in the water, it isn't long until you reach the hotel shore.
Exiting the water, you shake yourself as dry as possible as you enter the hotel lobby, and take the familiar path up multiple stairways.
Katy's eyes widen as you find her sitting on her bed in her hotel room, as if she thought she'd never see you again.
<<talk "katy">>You're soaked.<</talk>>\
The words come out as a disbelieving whisper as she stands from the bed and walks into the bathroom, retrieving a towel.
<<talk "player">>Thanks, but no need I'll have to make the return swim anyway.<</talk>>\
Katy hesitates a moment before nodding and putting the towel back.
<<talk "katy">>I didn't think you'd come.<</talk>>\
You smile fondly.
<<talk "player">>Well, here I am. I just wanted to let you know that I've decided to be involved with you and the baby.<</talk>>\
The purple haired girl hugs you fiercely.
<<talk "katy">>Thank you <<= $player.firstName>>.<</talk>>\
Wrapping your arms around her in response, you hold her for awhile, listening to each others breathing. It isn't long before you feel a need to break the silence rather than prolonging such a thing.
<<talk "player">>I've got to get going, but I'll be sure to come back, check on you and the baby.<</talk>>\
Katy gives you one last tight squeeze before letting go, catching your gaze and smiling.
<<talk "katy">>I'd like that. You'll always know where to find me.<</talk>>\
Waving goodbye, you exit the hotel room, and descend down the hotel stairway.
The swim back seems to go faster as you make quick work of traversing the lake, exiting the water on the dock, and drying yourself with one of the towels left by Katy.
It isn't long until you believe yourself to be as dry as you can possibly be currently, regarding the themepark and thinking about what your next move will be.
[[End.|themePark]]
<<run $player.addFlag("visitKaty")>>\-Player has the option to visit Katy from the theme park after her announcement.
-Need a flag that tracks weather or not the ferry has been unbeached or not.Thinking about Katy and the baby, you make quick work of swimming across the lake to the hotel.
<<includeevent "Katy Trimester Ambients">>
Seeing that mother and baby are happy and healthy, you give the purple haired girl a hug, and take your leave.
Having done so many times before, it doesn't take long to make your way back to the dock at the main part of the themepark, drying yourself off with a conviently left towel, and continuing about your day.
[[End.|themePark]]<<set setup.events.katyTrimesterAmbients = [
{
requires: '$katy.isPregnant and $katy.hasFlag("announced") and $katy.pregnancyWeek lt 13',
chance: 100,
link: "Katy Pregnancy T1 1"
},
{
requires: '$katy.isPregnant and $katy.hasFlag("announced") and $katy.pregnancyWeek lt 13',
chance: 100,
link: "Katy Pregnancy T1 2"
},
{
requires: '$katy.isPregnant and $katy.hasFlag("announced") and $katy.pregnancyWeek lt 13',
chance: 100,
link: "Katy Pregnancy T1 3"
},
{
requires: '$katy.isPregnant and $katy.hasFlag("announced") and $katy.pregnancyWeek lt 13',
chance: 100,
link: "Katy Pregnancy T1 4"
},
{
requires: '$katy.isPregnant and $katy.hasFlag("announced") and ($katy.pregnancyWeek gte 13 and $katy.pregnancyWeek lt 29)',
chance: 100,
link: "Katy Pregnancy T2 1"
},
{
requires: '$katy.isPregnant and $katy.hasFlag("announced") and ($katy.pregnancyWeek gte 13 and $katy.pregnancyWeek lt 29)',
chance: 100,
link: "Katy Pregnancy T2 2"
},
{
requires: '$katy.isPregnant and $katy.hasFlag("announced") and ($katy.pregnancyWeek gte 13 and $katy.pregnancyWeek lt 29)',
chance: 100,
link: "Katy Pregnancy T2 3"
},
{
requires: '$katy.isPregnant and $katy.hasFlag("announced") and $katy.pregnancyWeek gte 29',
chance: 100,
link: "Katy Pregnancy T3 1"
},
{
requires: '$katy.isPregnant and $katy.hasFlag("announced") and $katy.pregnancyWeek gte 29',
chance: 100,
link: "Katy Pregnancy T3 2"
},
{
requires: '$katy.isPregnant and $katy.hasFlag("announced") and $katy.pregnancyWeek gte 29',
chance: 100,
link: "Katy Pregnancy T3 3"
},
{
requires: '$katy.isPregnant and $katy.hasFlag("announced") and $katy.pregnancyWeek gte 29',
chance: 100,
link: "Katy Pregnancy T3 4"
}
]>>Katy smiles, leaning against the end of the bed and looking at her stomach as she rubs it fondly.
<<talk "katy">>You know, it still doesn't feel real yet. Like my mind is still reeling from the fact that I have a baby inside of me, and you are still right here beside me.<</talk>>\
The purple haired girl catches your eye and smiles gratefully before going back to rubbing her belly, staring off into space aimlessly.Standing in front of the mirror, you see Katy, hefting her breasts one after the other comically.
She tilts her head towards you curiously as you step up behind her, keeping her eyes glued upon her own reflection.
<<talk "katy">>You know, I've always kinda envied bigger breasted women. They just have sex appeal coming out the ying yang from their titties.<</talk>>\
She giggles.
<<talk "katy">>Though, It's kinda a bit funny, because at the same time the bigger titted women kinda envied me. Breasts always perky, small enough to be attractive, and light enough to not strain the back so heavily.<</talk>>\
Without much warning she takes your hands in her own and pulls you forward so your pelvis rests against her ass, and she is able to place your hands on her breasts.
Through the help of the mirror, you can see Katy smirk, leaving no doubt she did it purposefully.
You smile as you cup her breasts, coping a nice long feel instinctually.
<<talk "katy">>What do you think? Are you going to mourn them getting bigger to nourish our baby, or are you going to revel in such a thing?<</talk>>\
The petite girl doesn't wait for a response as she turns around and pecks you on the lips, giggling as she saunters out of the hotel room confidently.Katy, lets out a small, pleased hum, smiling to herself as she rubs her still flat belly.Katy regards you with an amused look on her face.
<<talk "katy">>You know, it's funny I could eat a pickle everyday before pregnancy. Now, I look at one and even the sight of it absolutely repulses me. Sometimes you just have to laugh at yourself, how things are changing. Otherwise, I'm not sure I'd handle coping with such a thing. Food is hard enough to find without our little one making me not want to eat anything.<</talk>>\
She pokes her stomach pointedly letting out a small laugh.
<<talk "katy">>Not that I'd change a thing, this life growing in me always seems like such a blessing.<</talk>>\From where Katy relaxes on the bed, you hear the purple haired girl gasp, you look over, just in time to see her eyes widening.
The girl holds up a hand at an attempt to put you at ease.
<<talk "katy">>I didn't mean to alarm you sorry.<</talk>>\
For a moment she looks sheepish.
<<talk "katy">>I think our little one kicked me.<</talk>>\
She lifts her shirt up, resting her fingers upon her belly. It isn't long before you see her eyes widen again as she giggles at the sensation.
<<talk "katy">>Woah there little one, save the heavy kung fu for the zombies! I'm about as combat savvy as a limp banana, you must get it from daddy.<</talk>>\
Katy catches your eye, shooting you a quick wink.Katy, lets out a small, pleased hum, smiling to herself as she rubs her increasingly large baby belly.<<talk "katy">>My back hurts. LITERALLY.<</talk>>\
You smirk.
<<talk "player">>I'm not sure it can hurt figuratively.<</talk>>\
Katy shoots you an amused look, but continues without addressing your smartassery.
<<talk "katy">>Remember when I said I envy women with bigger titties?<</talk>>\
You nod, and let out a small chuckle, already anticipating where this might be going.
<<talk "katy">>Well, I'm not to shy to admit I was wrongly full of myself, just look at these back breaking things!<</talk>>\
The purpled haired girl throws her shirt off to accent her sentence, exposing her bare breasts. She seems to revel in the attention as you oggle her not so subtly.
<<talk "player">>It does look like you are up at least two sizes. Plus, the skin around your boobs has been darkening, just look at how mocha the skin is around your tits.<</talk>>\
The girl blushes, momentarily overwhelmed by the attention.
<<talk "katy">>Glad you like them then.<</talk>>\
Katy smirks as she rubs her tender breasts.Katy sits on the bed, unashamedly naked. You watch her smile as she intently stares at her pregnant belly, you can see her stomach occasionally move as your little one squirms inside her.
<<talk "thought">>Almost like there is an alien inside there.<</talk>>\
The purple haired girl smiles at every movement, and fondly touches the spots where your child has kicked.
Her next words come out of her mouth so softly, you almost fail to hear it.
<<talk "katy">>Sometimes it hurts, but I kinda get more nervous not feeling any movement.<</talk>>\
It is now that she looks into your eyes, making it clear her words are directed towards you.
<<talk "katy">>I'd just rather feel a bit of pain, then wonder if our baby is still okay.<</talk>>\<<talk "katy">>I wonder if we are having a boy or a girl.<</talk>>\
She smiles at you, and her eyes shine brightly.
<<talk "katy">>Not that we'd love our child any differently either way I'd think. I've just been finding myself thinking about our baby being a part of this world with us. That moment comes closer everyday.<</talk>>\Katy, lets out a small, pleased hum, smiling to herself as she rubs her large, rounded baby bump.Propped up in bed, you find Katy reading a book softly outloud.
The petite girl looks sheepish as she catches you staring.
<<talk "katy">>Hey, <<= $player.firstName>>. I was just uh. Reading to the baby.<</talk>>\
She blushes as if the admission is embarrassing.
<<talk "player">>Nothing wrong with that, gives the little one a headstart on learning.<</talk>>\
<<talk "katy">>Yeah. I've just never been a fan of public speaking. Just feels like I'm practicing a speech to myself, and I can't help but feel awkward about such a thing.<</talk>>\
You smile at her fondly.
<<talk "player">>Maybe we can read together sometime. Then you won't have to feel you are preaching to nothing.<</talk>>\
The purple haired girl smiles happily.
<<talk "katy">>I'd like that, thank you.<</talk>>\
The conversation trails off as she continues to softly read her book to the being inside her womb, occasionally stopping to show her bump the pictures, before cutely realizing that the baby can't see, as she then attempts to explain the scenes to the little one inside her awkwardly.Have the hotel be its own location with the trimester ambients and kid stuff?After sweeping the house for potential dangers, you gravitate toward the bathroom in search of medical supplies.
On the counter around the sink are several little orange bottles and you can't help but think that this person must have been a walking pharmacy.
It takes you a couple of minutes to sort through the pills, taking only what might be useful and leaving the rest.
Once done, you open the medicine cabinet and repeat the process.
When you're done you turn to the drawers in the sink cabinet in the hopes of finding anything else of use.
Five minutes later, you grin at your haul, knowing that as far as medical supplies, you've done alright today.
<<set _condomCap to 0>><<set _firstAidKitCap to 2>><<set _antibioticCap to 5>><<include "First Aid Loot">>
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>Digging through a first aid station in the park, you find most of the small building in shambles from other scavengers. So much so that you are ready to give up when you notice a big red bag with a white cross on its side among the items strewn across the floor.
You feel a sense of elation as you pick the bag up, discovering the zipper closed and clearly filled with something.
Sitting the bag on the nearby counter top, you open it up and pull it open.
A small smile forms on your lips as you start taking stock of the contents.
<<set _condomCap to 0>><<set _bandageCap to 10>><<include "First Aid Loot">>
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>Loot Medicine Cabinet 1:
Bandages 1-5
First aid kit 1-2
Antibiotics 1-5
Loot First Aid Station 1:
Bandages 2-10
First aid kit 1-5
Antibiotics 1-2<<if $player.gender is setup.Character.Gender.Female>>\
<<talk "stranger">>Hey there girlie.<</talk>>\
You pivot toward the sound, weapon ready.
<<talk "stranger">>Whoa there!<</talk>>\
The grizzled middle aged man you find standing behind you in the darkened building has his hands in the air.
<<talk "stranger">>I ain't one of them thugs you see running around acting like assholes to any survivors they come in contact with. I'm just trying to make my way like you are.<</talk>>\
Even as he says the words, you can't help but notice that his eyes drift over your body, clearly checking you out.
<<talk "player">>What do you want then?<</talk>>\
The man slowly lowers his hands, then with deliberate care he slides his backpack off his shoulders.
<<talk "stranger">>I have something might interest you.<</talk>>\
Meeting your gaze, he opens the backpack and pulls a bag of pills from inside.
<<talk "stranger">>Antibiotics, five pills.<</talk>>\
He raises one finger to stave off anything you might say.
<<talk "stranger">>And before you go thinking you can just take what I got, know that I've seen you scavenging a dozen times before, and you've never known I was there. That's a dozen times I could have had something good to trade you.<</talk>>\
You wait for him to continue, noticing the way his eyes drift over your chest.
<<talk "stranger">>You threaten me, take my stuff, fuck me up, not a lot I can do about it. I run and hide, I'm not a fighter. But if you want to trade, I'll let you know I'm present whenever I'm around and let you see what I got.<</talk>>\
In the dark, you can barely see his eyebrow raise as if seeking your approval.
You nod.
<<talk "player">>Alright, say I want the antibiotics, what do you want for them?<</talk>>\
The man's teeth sparkle in the dim light as he gives you a toothy grin.
<<talk "stranger">>I ain't seen a set of titties outside of a magazine or naked zombie since this all started. And zombie titties don't do it for me.<</talk>>\
For a second, your mind reels as you make sense of what he's really saying.
<<talk "player">>You'll give me the antibiotics if I show you my breasts?<</talk>>\
The man's grin grows slightly.
<<talk "stranger">>A good long look, but yes, that's exactly what I want. Give me something for the spank bank and they're yours.<</talk>>\
He shakes the bag of pills to emphasize his point.
[[Show him your breasts.|Scavenger Meeting 1a]]
[[Take the pills.|Scavenger Meeting 1b]]
[[Decline his offer.|Scavenger Meeting 1c]]
<<elseif $player.gender is setup.Character.Gender.Male>>\
<<talk "stranger">>Hey there, I ain't here to cause no trouble.<</talk>>\
Pivoting toward the sound, you ready yourself for a fight.
The grizzled middle age man is standing several paces behind you, his hands raised in a non-threatening manner.
<<talk "stranger">>I ain't one of them thugs you see running around acting like assholes to any survivors they come in contact with. I'm just trying to make my way like you are.<</talk>>\
Even as he says the words, you can't help but notice that he's sizing you up nervously.
<<talk "player">>What do you want then?<</talk>>\
The man slowly lowers his hands.
<<talk "stranger">>Just to talk a few minutes with someone who doesn't want to either beat, kill, or eat me. And who knows, maybe we can help each other out some time.<</talk>>\
Slowly nodding, the man gestures at a cabinet not far from where he's standing.
<<talk "stranger">>Mind if I scavenge a bit while we talk?<</talk>>\
Nodding, you allow him to scavenge a bit while he mostly talks about all the girls he used to fuck before the apocalypse. All the while he puts off a bad vibe that makes you increasingly uncomfortable.
Then one minute to the next, he tenses.
<<talk "stranger">>Hear that? Undead, lots of them.<</talk>>\
With a limp handed salute, the man zips his duffle and slings it back over his shoulder.
<<talk "stranger">>Thanks for listening friend. Was good to have someone to talk to. I'll see you around.<</talk>>\
Without another word, he slips away as quietly as he originally appeared.
And sure enough, a few minutes later you see a group of zombies drift down the street, none of them noticing you before you lose sight of them.
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>><<run $player.addFlag("scavenger")>>\
<<else>>\
If you are seeing this, it means you somehow have a genderless character. Please report it!
Scavenger Meeting 1
<</if>>\<<talk "player">>Tits for antibiotics?<</talk>>\
You ask a little skeptically.
The man's face splits in a toothy grin as he nods.
Not wanting to give yourself time to dwell heavily on it, you reach for the bottom of your shirt and lift. Stopping at your bra, you adjust your grip to catch the underwire and lift.
Your breasts spring free, on full display to the man. The cool air on your skin cause your nipples to harden.
<<talk "stranger">>Nice!<</talk>>\
The way he looks at you, it's clear that he's trying to memorize every detail.
Mentally, you count to ten, then to the man's disappointment, you pull your bra back into place, adjust yourself, then slide the shirt back down too.
You're just opening your mouth to tell him you've upheld your part of the deal when the man tosses the bag of antibiotics to you.
<<talk "stranger">>Thank you. Truly. Those might be the nicest pair of titties I've ever seen.<</talk>>\
Feeling snarky, you retort.
<<talk "player">>Probably the only pair of titties you've ever seen.<</talk>>\
The man laughs in good nature.
<<talk "stranger">>I like you. I'll find you again when I have something good to trade.<</talk>>\
With a wink, he turns and starts to leave. You have just enough time to instinctively wave before he's gone.
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>\
<<run $stranger.addFlag("trader")>>\<<talk "player">>How about you sit your bag down and run before I kick your ass.<</talk>>\
There's a flicker of surprise, followed by a shadow of fear as the man realizes you are serious.
The man's expression completely changes as he slides the bag from his shoulder, then pushes it toward you with his foot. He backs away a couple of paces, then pivots and runs, but not before his look of hate etches itself on your consciousness.
As his footsteps fade, you turn your attention to the bag, opening it and taking a quick stock of your ill gotten loot.
You find:
5 Antibiotics
1 First Aid
6 Canned Food
3 Condoms
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>\
<<run $stranger.addFlag("pissed")>>\
<<if $player.inventory.includes("antibiotic")>>\
<<run setup.Items.get("antibiotic").quantity += 5>>\
<<else>>\
<<run $player.inventory.add("antibiotic")>>\
<<run setup.Items.get("antibiotic").quantity += 4>>\
<</if>>\
\
<<if $player.inventory.includes("first_aid_kit")>>\
<<run setup.Items.get("first_aid_kit").quantity += 1>>\
<<else>>\
<<run $player.inventory.add("first_aid_kit")>>\
<</if>>\
\
<<if $player.inventory.includes("canned_goods")>>\
<<run setup.Items.get("canned_goods").quantity += 6>>\
<<else>>\
<<run $player.inventory.add("canned_goods")>>\
<<run setup.Items.get("canned_goods").quantity += 5>>\
<</if>>\
\
<<if $player.inventory.includes("condom")>>\
<<run setup.Items.get("condom").quantity += 3>>\
<<else>>\
<<run $player.inventory.add("condom")>>\
<<run setup.Items.get("condom").quantity += 2>>\
<</if>>\You shake your head even before you part your lips.
<<talk "player">>Not a chance. You're going to have to make due with your magazines.<</talk>>\
The man's eager expression falters, then returns in the form of a cocky grin.
<<talk "stranger">>Fair enough. Seems my good graces abandoned me. Maybe next time.<</talk>>\
He tosses the bag of antibiotics to you.
<<talk "stranger">>Consider that an apology for my behavior, and maybe we can trade in the future.<</talk>>\
Zipping his bag up, he slings it back over his shoulder. His eyes drift over your body one more time, his head tilting in appreciation as he does so, then with a little wave he leaves as quiet as he arrived.
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>\
<<run $stranger.addFlag("trader")>>\
<<if $player.inventory.includes("antibiotic")>>\
<<run setup.Items.get("antibiotic").quantity += 5>>\
<<else>>\
<<run $player.inventory.add("antibiotic")>>\
<<run setup.Items.get("antibiotic").quantity += 4>>\
<</if>>\
\You're just crossing the street when you hear a catcall.
Pivoting toward the sound, you see the pervert scavenger you've met before. He raises his hand in greeting as he picks up his pace as he jogs toward you.
Stopping a few paces from you, he puts his hands on his thighs as he attempts to catch his breath.
<<talk "player">>For someone who claims to run and hide at the first sign of trouble, you get winded awful easily.<</talk>>\
The man lets out a breathless laugh.
<<talk "stranger">>Fuck you.<</talk>>\
Finally straightening, he looks around, his eyes scanning the street for any signs of trouble.
<<talk "stranger">>We should go somewhere not so exposed.<</talk>>\
A minute later, you both enter a small house. A quick sweep of the place reveals it to be completely empty of both the living and the dead.
<<talk "player">>So, what you got to trade this time?<</talk>>\
The scavenger grins as he unslings his backpack. Sitting it on the ground, he looks up at you, then back down at the pack as he starts to open it.
At first, you see black, then as he pulls it from the backpack, you realize that he's managed to find a full suit of police riot gear.
<<talk "stranger">>I found this, realized that it was a size too small to fit me, then realized it would probably fit you perfect. Been watching for you ever since.<</talk>>\
He grins bigger, clearly pleased with himself.
<<talk "player">>And what do you think you're going to get for it?<</talk>>\
You ask skeptically.
<<talk "stranger">>For this, I'm getting laid.<</talk>>\
The silence that follows lingers until the man starts to look uncomfortable.
[[Accept his trade.|Scavenger Meeting 2a]]
<<if $player.inventory.includes('condom') and setup.Items.get('condom').quantity gte 1>>[[Accept his trade, but only if he wears a condom.|Scavenger Meeting 2b]]<<else>><span class = "inactive"><<link "Accept his trade, but only if he wears a condom. (You are currently out of condoms.)">><</link>></span><</if>>\
[[Decline his offer.|Scavenger Meeting 2c]]<<talk "player">>Sometimes I think you only see me as a sex object.<</talk>>\
The scavenger raises an eyebrow even as his smile grows. He raises one finger as if to help him make his following point.
<<talk "stranger">>A very attractive, impossibly desirable sex object.<</talk>>\
Shaking your head in disbelief, you find yourself smiling faintly at the man's brazen perversion.
<<talk "player">>Alright, you've got yourself a deal.<</talk>>\
The look of surprise on the man's face is almost comical.
<<talk "stranger">>No shit?<</talk>>\
You nod, reaching for the buckle of your belt.
In his excitement, the man nearly trips over himself as he starts to undress across from you.
By the time your breasts come into view, only your panties are left to hide your nudity, you can see his manhood spring free of his underwear.
His eyes lock on you, completely unashamed as he watches you slide your panties down your legs.
<<talk "player">>Bedroom.<</talk>>\
You state before heading toward the nearest door.
The man gropes your ass excitedly as he follows barely a step behind.
A step away from the bed, you feel his hands on your hips, then he picks you up, throws you onto the bed, spinning you as he does so that you land on your back.
Wasting no time, he crawls onto the bed, taking hold of each of your legs as me moves between them. Right as his cockhead brushes across your slit, he pauses, making eye contact with you.
<<talk "stranger">>If you're going to change your mind, this is the time to do it.<</talk>>\
He waits barely a heartbeat before taking hold of his member, sliding it up and down your slit once to slicken it with your juices, then slides inside with a single firm thrust.
The sensation is just a hint uncomfortable from the lack of foreplay, but he pauses inside of you just long enough for you to adjust to his size before he starts to move.
You can feel yourself getting wetter with every thrust even though it's clear the man is only interested in satisfying himself.
Within minutes, you can feel yourself growing close to orgasm, though the man shows no signs of slowing his jackhammer assault on your pussy. If anything, the orgasmic fog of your first orgasm gives way to him pounding you even harder than before.
By the second time you cum, the man is starting to show his first signs of strain, a hint of sweat on his furrowed brow.
This time, you manage to keep enough focus to realize that he really does increase his speed in the middle of your orgasm.
Less than a minute later, you can see his features starting to strain, and the feel of him pulsing inside of you triggers yet another orgasm, only this time your own bliss is accompanied by him slamming balls deep inside of you, his cock throbbing and jerking as he experiences his own orgasm.
For a long while, the two of you lay like that, your hips pressed firmly together and your core filled with a liquid warmth as surely as your pussy is filled with his slowly softening penis.
With a sigh, the man pulls back, slipping wetly from your hole.
<<talk "stranger">>That was amazing.<</talk>>\
Taking hold of the blanket beneath you, he uses the edge of it to clean the slime from his cock before slipping from the bed.
<<talk "stranger">>It is always such a pleasure doing business with you.<</talk>>\
With a grin, he starts to walk toward the bedroom's exit, stopping in the doorway just long enough to scratch his ass and oggle you one last time before slipping from view.
It takes you a minute longer to clean yourself up and follow. By the time you enter the hallway, you see no sign of the man. Only the riot gear placed among the clothing you discarded earlier.
Realizing that he's already gone, you get dressed and bundle the armor with your things.
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>
<<if $player.inventory.includes("body_armor")>><<run setup.Items.get("body_armor").quantity += 1>><<else>><<run $player.inventory.add("body_armor")>><</if>><<run $player.cumFilledAttempt("vaginal", $stranger)>><<run $player.sexAttempt($stranger)>>\
<<if $player.hasSexed($stranger) is false>><<run $player.maleSexualPartners += 1>><<run $stranger.femaleSexualPartners += 1>><<run $player.addFlag("sexedStranger")>><</if>>\<<talk "player">>Sometimes I think you only see me as a sex object.<</talk>>\
The scavenger raises an eyebrow even as his smile grows. He raises one finger as if to help him make his following point.
<<talk "stranger">>A very attractive, impossibly desirable sex object.<</talk>>\
Shaking your head in disbelief, you find yourself smiling faintly at the man's brazen perversion.
<<talk "player">>Alright, you've got yourself a deal. But you wear a condom.<</talk>>\
The look of surprise on the man's face is almost comical as you throw him a condom.
<<talk "stranger">>No shit?<</talk>>\
You nod, reaching for the buckle of your belt.
In his excitement, the man nearly trips over himself as he starts to undress across from you.
By the time your breasts come into view, only your panties left to hide your nudity, you can see his manhood spring free of his underwear.
His eyes lock on you, completely unashamed as he watches you slide your panties down your legs.
<<talk "player">>Bedroom.<</talk>>\
You state before heading toward the nearest door.
The man gropes your ass excitedly as he follows barely a step behind.
A step away from the bed, you feel his hands on your hips, then he picks you up, throws you onto the bed, spinning you as he does so that you land on your back.
Wasting no time, he slides the bright red condom over his cock before climbing onto the bed, taking hold of each of your legs as me moves between them. Right as his cockhead brushes across your slit, he pauses, making eye contact with you.
<<talk "stranger">>If you're going to change your mind, this is the time to do it.<</talk>>\
He waits barely a heartbeat before taking hold of his member, sliding it up and down your slit once to slicken it with your juices, then slides inside with a single firm thrust.
The sensation is just a hint uncomfortable from the lack of foreplay, but he pauses inside of you just long enough for you to adjust to his size before he starts to move.
You can feel yourself getting wetter with every thrust even though it's clear the man is only interested in satisfying himself.
Within minutes, you can feel yourself growing close to orgasm, though the man shows no signs of slowing his jackhammer assault on your pussy. If anything, the orgasmic fog of your first orgasm gives way to him pounding you even harder than before.
By the second time you cum, the man is starting to show his first signs of strain, a hint of sweat on his furrowed brow.
This time, you manage to keep enough focus to realize that he really does increase his speed in the middle of your ogasm.
Less than a minute later, you can see his features starting to strain, and the feel of him pulsing inside of you triggers yet another orgasm, only this time your own bliss is accompanied by him slamming balls deep inside of you, his cock throbbing and jerking as he experiences his own orgasm.
For a long while, the two of you lay like that, your hips pressed firmly together with the tip of his condom feeling bloated in your depths as he slowly softens inside of you.
With a sigh, the man pulls back, slipping wetly from your hole.
<<talk "stranger">>That was amazing.<</talk>>\
Taking hold of the condom, he casually discards it onto the floor beside the bed before reaching for the blanket beneath you, he uses the edge of it to clean the slime from his cock before slipping from the bed.
<<talk "stranger">>It is always such a pleasure doing business with you.<</talk>>\
With a grin, he starts to walk toward the bedroom's exit, stopping in the doorway just long enough to scratch his ass and oggle you one last time before slipping from view.
It takes you a minute longer to clean yourself up and follow. By the time you enter the hallway, you see no sign of the man. Only the riot gear placed among the clothing you discarded earlier.
Realizing that he's already gone, you get dressed and bundle the armor with your things.
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>
<<if $player.inventory.includes("body_armor")>><<run setup.Items.get("body_armor").quantity += 1>><<else>><<run $player.inventory.add("body_armor")>><</if>>\
<<run $player.vaginalSexRecieved += 1>><<run $stranger.vaginalSexGiven += 1>>\
<<if $player.hasSexed($stranger) is false>><<run $player.maleSexualPartners += 1>><<run $stranger.femaleSexualPartners += 1>><<run $player.addFlag("sexedStranger")>><</if>>\Looking between the body armor and the scavenger, you allow your lip to curl in distaste.
From the way his grin falters, it's clear that he knows your answer even before you have a chance to give it.
<<talk "player">>I think I'm going to have to pass.<</talk>>\
The man nods slowly, already starting to tuck the gear back into the over stuffed backpack.
<<talk "player">>Maybe I'll find something better next time.<</talk>>\
He doesn't even try to be subtle as he lets his eyes drift over your body.
Allowing his grin to momentarily return, he waves as he turns to leave, not uttering another word.
<<if setup.locations[$location].region is "Farmland">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Suburbia">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<<elseif setup.locations[$location].region is "Theme Park">>\
<<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</if>>How would you like to spend your week?
<<if $player.infection is 0>><<link "Scavenge">><<gotoevent setup.events.timeskipScavenge>><</link>><<else>><span class = "inactive"><<link "Scavenge (Not Possible While Infected).">><</link>></span><</if>>
<<if $player.infection is 0 and $player.health is 10>><<link "Hunt Zombies">><<gotoevent setup.events.timeskipZombieHunting>><</link>><<else>><span class = "inactive"><<link "Hunt Zombies (Not Possible While Infected. Must Be At Full Health).">><</link>></span><</if>>
<<link "Work On The Settlement">><<gotoevent setup.events.timeskipSettlement>><</link>>
<<link "Back">><<gotoevent setup.events.returnHome>><</link>><<includeevent setup.events.timeskipScavenge>><<set setup.events.timeskipScavenge = [
{
requires: 'true',
chance: 100,
link: "Scavenging Week 1"
},
{
requires: 'true',
chance: 100,
link: "Scavenging Week 2"
},
{
requires: 'true',
chance: 100,
link: "Scavenging Week 3"
}
]>>You spend the week scavenging, sticking to areas where you think you can find something useful with a minimum of risk to yourself.
With few encounters with the undead, and no signs of the living, you manage to find the following in your searches:
<<set _batteryMin to 4>><<set _batteryCap to 20>><<set _hammerMin to 4>><<set _hammerCap to 4>><<set _nailMin to 4>><<set _nailCap to 20>><<set _woodMin to 4>><<set _woodCap to 20>><<set _concreteMin to 4>><<set _concreteCap to 20>><<set _longarmAmmoMin to 4>><<set _longarmAmmoCap to 40>><<set _sidearmAmmoMin to 4>><<set _sidearmAmmoCap to 40>>\
<<include "Basics Loot">><<if random(1,2) is 1>>
<<include "First Aid Loot">><</if>>\
<<if $player.infection is 0>><<if $player.health is 10>><<elseif $player.health is 9>><<set $player.health += 1>><<elseif $player.health is 8>><<set $player.health += 2>><<elseif $player.health is 7>><<set $player.health += 3>><<elseif $player.health is 5>><<set $player.health += 5>><<elseif $player.health is 4>><<set $player.health += 6>><<else>><<set $player.health += 7>><</if>><</if>>\
<<link "End Week">><<addtime { day : 7 }>><<gotoevent setup.events.returnHome>><</link>>Your searches focus mainly on the farmlands surrounding the city. With the less concentrated population before the dead began to rise, the area hosts few dead and fewer living.
Once, you see another scavenger who runs at the first sight of you, twice you see raiders seeking anyone unfortunate enough to cross their path, and the few times you see zombies they pose no serious risk.
By the end of the week, you have acquired a modest haul of goods.
<<set _cannedGoodsMin to 3>><<set _cannedGoodsCap to 15>><<set _boxedGoodsMin to 3>><<set _boxedGoodsCap to 15>><<set _bottledWaterMin to 3>><<set _bottledWaterCap to 15>><<set _preservesMin to 3>><<set _preservesCap to 15>>\
<<include "Food Loot">>
<<set _batteryMin to 2>><<set _batteryCap to 10>><<set _hammerMin to 2>><<set _hammerCap to 2>><<set _nailMin to 2>><<set _nailCap to 10>><<set _woodMin to 2>><<set _woodCap to 10>><<set _concreteMin to 2>><<set _concreteCap to 10>><<set _longarmAmmoMin to 2>><<set _longarmAmmoCap to 20>><<set _sidearmAmmoMin to 2>><<set _sidearmAmmoCap to 20>>\
<<include "Basics Loot">><<if random(1,4) gt 1>>
<<include "First Aid Loot">><</if>>\
<<if $player.infection is 0>><<if $player.health is 10>><<elseif $player.health is 9>><<set $player.health += 1>><<elseif $player.health is 8>><<set $player.health += 2>><<elseif $player.health is 7>><<set $player.health += 3>><<elseif $player.health is 5>><<set $player.health += 5>><<elseif $player.health is 4>><<set $player.health += 6>><<else>><<set $player.health += 7>><</if>><</if>>\
<<link "End Week">><<addtime { day : 7 }>><<gotoevent setup.events.returnHome>><</link>>Your week is hounded by troubles, from the raiders who pulled into the area you were looting; forcing you to hide for almost a full day before it was safe to leave, to the groups of zombies you find yourself running from.
When you aren't busy trying to avoid both the living and the dead, you are recovering from close calls.
At the end of the week, the loot you acquired is sparse.
<<include "Food Loot">>
<<include "Basics Loot">>
<<if $player.infection is 0>><<if $player.health is 10>><<elseif $player.health is 9>><<set $player.health += 1>><<elseif $player.health is 8>><<set $player.health += 2>><<elseif $player.health is 7>><<set $player.health += 3>><<elseif $player.health is 5>><<set $player.health += 5>><<elseif $player.health is 4>><<set $player.health += 6>><<else>><<set $player.health += 7>><</if>><</if>>\
<<link "End Week">><<addtime { day : 7 }>><<gotoevent setup.events.returnHome>><</link>><<includeevent setup.events.timeskipZombieHunting>><<set setup.events.timeskipZombieHunting = [
{
requires: 'true',
chance: 100,
link: "Zombie Hunting Week 1"
},
{
requires: 'true',
chance: 100,
link: "Zombie Hunting Week 2"
},
{
requires: 'true',
chance: 100,
link: "Zombie Hunting Week 3"
}
]>>You spend the week hunting zombies, focused on the areas surrounding your settlement. By the time the week comes to an end, you would like to think you have thinned out the local zombie population though if you're being honest with yourself, you don't really see much difference.
<<set _zombiesRandom to random(3,20)>><<set $CommonZombieKill += _zombiesRandom>>\
You killed <<= _zombiesRandom>> zombies this week.
<<if $player.health is 10>><<elseif $player.health is 9>><<set $player.health += 1>><<elseif $player.health is 8>><<set $player.health += 2>><<elseif $player.health is 7>><<set $player.health += 3>><<elseif $player.health is 5>><<set $player.health += 5>><<elseif $player.health is 4>><<set $player.health += 6>><<else>><<set $player.health += 7>><</if>>\
<<link "End Week">><<addtime { day : 7 }>><<gotoevent setup.events.returnHome>><</link>>Scouting the areas around your settlement, you make a point of picking off zombies whenever you are in a position to do so. By the end of the week, you've managed an impressive kill count.
<<set _zombiesRandom to random(18,35)>><<set $CommonZombieKill += _zombiesRandom>>\
You killed <<= _zombiesRandom>> zombies this week.
<<if $player.health is 10>><<elseif $player.health is 9>><<set $player.health += 1>><<elseif $player.health is 8>><<set $player.health += 2>><<elseif $player.health is 7>><<set $player.health += 3>><<elseif $player.health is 5>><<set $player.health += 5>><<elseif $player.health is 4>><<set $player.health += 6>><<else>><<set $player.health += 7>><</if>>\
<<link "End Week">><<addtime { day : 7 }>><<gotoevent setup.events.returnHome>><</link>>While out hunting zombies, you find yourself outnumbered and cornered by a small zombie horde.
What follows is a desperate fight that leaves you free of the horde, but nursing your own wounds. The rest of the week is spent trying to recover from the worst of your wounds.
<<set _zombiesRandom to random(8,15)>><<set $CommonZombieKill += _zombiesRandom>>\
You killed <<= _zombiesRandom>> zombies this week.
<<set $player.health to random(3,8)>><<set $player.infection to random(0,3)>>\
<<link "End Week">><<addtime { day : 7 }>><<gotoevent setup.events.returnHome>><</link>><<includeevent setup.events.timeskipSettlement>><<set setup.events.timeskipSettlement = [
{
requires: 'true',
chance: 100,
link: "Settlement Week 1"
},
{
requires: 'true',
chance: 100,
link: "Settlement Week 2"
}
]>>Staying close to home, you work in and around your settlement this week. Your days are spent doing minor repairs and double checking defenses.
<<if $player.infection is 0>><<if $player.health is 10>><<elseif $player.health is 9>><<set $player.health += 1>><<elseif $player.health is 8>><<set $player.health += 2>><<elseif $player.health is 7>><<set $player.health += 3>><<elseif $player.health is 5>><<set $player.health += 5>><<elseif $player.health is 4>><<set $player.health += 6>><<else>><<set $player.health += 7>><</if>><</if>>\
<<link "End Week">><<addtime { day : 7 }>><<gotoevent setup.events.returnHome>><</link>>You spend your week working around your settlement. Most of one day goes into fixing a weak support along the outer wall while the rest of your time goes into clearing the area around the settlement both to make it easier to see approaching threats and to make expanding your settlement easier in the future.
<<if $player.infection is 0>><<if $player.health is 10>><<elseif $player.health is 9>><<set $player.health += 1>><<elseif $player.health is 8>><<set $player.health += 2>><<elseif $player.health is 7>><<set $player.health += 3>><<elseif $player.health is 5>><<set $player.health += 5>><<elseif $player.health is 4>><<set $player.health += 6>><<else>><<set $player.health += 7>><</if>><</if>>\
<<link "End Week">><<addtime { day : 7 }>><<gotoevent setup.events.returnHome>><</link>>For settlement weeks 1 and 2, crop output should be increased.<div align="center">[[Return To Game|$location]]
<span class="img">[img[images/banners/akaneHintBanner.png]]</span>
<<if $akane.hasFlag("leftSettlement")>>\
No hints (Further content not implemented yet.)
<<elseif not $akane.hasFlag("met") and not $akane.hasFlag("joined") and $akane.relationship is 0>>\
Visit Suburbia.
<<elseif not $akane.hasFlag("companion") and $akane.hasFlag("joined") and $akane.relationship is 1>>\
Akane has been lurking around the settlement, wanting to talk to you.
<<elseif $akane.relationship is 2>>\
Akane mentioned something about wanting to follow you next time you go to Suburbia.
<<elseif $akane.relationship is 3>>\
Akane seems upset about the fate of her mother, maybe you should check up on her at the settlement.
<<elseif $akane.relationship is 4>>\
Maybe you should ask Akane to explore the farmland area with you.
<<elseif $akane.relationship is 5>>\
The water seems to be running in the settlement washroom.
<<elseif $akane.relationship is 6>>\
No hints (Further content not implemented yet.)
<</if>>\
<span class="img">[img[images/banners/katyHintBanner.png]]</span>
<<if not $player.hasFlag("katySilhouette") and not $katy.hasFlag("met") and $katy.relationship is 0>>\
Visit the Themepark in the Evening.
<<elseif not $katy.hasFlag("met") and $player.hasFlag("katySilhouette") and $katy.relationship is 0 and not $player.inventory.includes("ferry_battery")>>\
You should make a day of leaving from the settlement in search of a ferry battery.
<<elseif $katy.relationship is 0 and $player.inventory.includes("ferry_battery")>>\
You should make a day of leaving from the settlement to investigate the woman you saw from the broken ferry.
<<elseif $katy.relationship is 1>>\
No hints (Further content not implemented yet.)
<</if>>\
[[Return To Game|$location]]</div><<back>><span class="img">[img[images/scenes/Intro.png]]</span>
The man on the television looks too pale, his skin holding a thin sheen of sweat that he seems oblivious to.
<<talk "thought">>He's infected.<</talk>>\
You think darkly, seeing the signs that have become all to familiar over the last month.
<<talk "thought">>He's got another hour or two at most.<</talk>>\
<<talk "reporter">>I repeat, the government is advising that you stay in your homes. Do not open your door for anyone, even family.<</talk>>\
Shaking your head in disbelief, you stuff another shirt into your duffel, padding your last two cans of peas.
<<talk "thought">>What about people who are out of food or water? Why can't anyone admit that they've lost all control of the situation? It's anarchy, it's everyone for themselves and there's nothing anyone can do about it. Poor guy is so shell shocked he's been reading the same script for hours without pause.<</talk>>\
As if to emphasize your thoughts, you hear gunshots. Closer this time. Much closer.
Your eyes turn to the apartment door, wondering if the sound came from the next floor down or one of the apartments along the hallway.
<<talk "reporter">>The infected, once fully turned are pale, clumsy, they can not speak,-<</talk>>\
<<talk "thought">>You get bit, you turn. Shot to the head will take them down, nothing else will. Authorities say to stay calm, that they're working on a cure and everything will go back to normal soon.<</talk>>\
Glancing toward the window, you see the blood smeared against the glass. A female, or rather what used to be a female, stands staring at you with its one good eye, the other eye gone along with the half of her face and throat that have been eaten before she turned.
Occasionally, her jaw moves. Part of you wants to think she wants to say goodbye, one last shred of humanity trying to call out to the closest thing to a friend she had in her final days.
Turning your gaze away from her, you scan the small apartment one last time for anything useful.
A sob from the man on the television pulls your attention back to him. There's a wild look in his eyes as he reads the paper before him. Saying once more how the government is only days from finding a cure, that the military could arrive at any time to rescue survivors. That there are safe zones where you will be taken to upon rescue.
Then he raises his arm, a revolver clutched in his trembling hand. Looking straight at the camera for the first time you remember, he breaks script.
<<talk "reporter">>It has been a pleasure serving all of you.<</talk>>\
The gunshot splatters the back half of his head all over the wall behind him, his body convulses once, then slumps in the chair.
For nearly a minute, you look at the last human being you knew for sure was alive in all the world.
A sense of sadness washes over you as the body lurches again, half sits up, blank eyes blinking once before he tries to stand.
<<talk "thought">>Must have missed the brain stem. Or maybe he didn't damage the brain enough?<</talk>>\
You aren't sure if it's trauma to the brain tissue, or if he just makes an abnormally clumsy zombie, but he half stands, half falls out of the chair, flopping to the floor where you lose sight of him.
Slinging the backpack onto your shoulders, you morbidly wonder if you will be eaten or starve to death first.
Reaching down, you pick up the baseball bat from where you had it propped up beside the couch.
Two more gunshots ring out.
<<talk "player">>Door or fire escape?<</talk>>\
There's a loud thump on the apartment door, not a knock, more like someone slamming into it once.
Your gaze pivots from the apartment door to the fire escape and the zombie staring at you from across the alley.
[[Door Escape.|Zombies Intro 1a]]
[[Fire Escape.|Zombies Intro 1b]]Stepping up to the door of your apartment, you reaffirm your grip on your baseball bat, readying yourself for whatever might await you.
As you fling the door open, your neighbor falls to the floor at your feet with a thud.
Examining him, your face contorts into horrified disgust.
<<talk "thought">>Hell. Something ripped all of the guts out of him.<</talk>>\
You have barely had enough time to take in the gory scene in front of you, when a grunt, followed by a feral growl leaves you with a feeling of dread in as you realize that same something has now noticed you.
Turning your head quickly towards the sound a moment of fear fills you as you don't react in time to avoid the infected barreling into you, knocking you to the ground with inhuman force.
Placing your palm against the creatures forehead, you try to keep its searching jaws at bay as you reach towards the baseball bat that was knocked clean from your hand in the impact.
The creature, clearly stronger than you rapidly overpowers you, its teeth nearing closer and closer to your vulnerable flesh. Struggling futilely against your aggressor, you become all too aware that what happens in the next few moments could be life or death.
Your eyes drift in fear once more to the body of your neighbor, and you are reminded that if you don't figure out something to change the tide of events, you will end up nothing more than a ripped apart hunk of flesh too.
<<talk "thought">>Shit. I need to think of something quick. I don't have much strength left.<</talk>>\
The infected slashes its claw like fingers towards your chest, ripping the cloth, and exposing your flesh.
You can see with what little intelligence the creature has in its eyes, that it has already mentally chalked this encounter up as a success, now only eager to enjoy you, its well earned snack.
[[Let's change that.|Zombies Intro 1c]]Shimmying your window open, you climb onto the stairway, your feet planting against the grated metal with a solid, ringing thud.
The woman you saw from previously from the safety of your apartment whips her head in your direction, her one intact eye locking onto you. Charging in your direction, her tongue flicks uselessly as she gurgles with an animalisitic blood lust.
Readying your bat, you wait till she is just within your reach, and swing.
The bat makes contact with her skull, fracturing it with a sickening crack.
Forced back by the strength of the blow, the infected woman falls backwards to the ground at your feet.
Watching her squirm, you grip your baseball bat tight in your hands again, just in time to see her skull give, and split from coming in contact with the pavement, exposing the brain that once was protected by the bone of her head.
<<talk "thought">>Just have to hit her brain stem, should be easy without any more bone protecting it.<</talk>>\
Steeling yourself, you step closer to the struggling infected woman, and put all of your strength into a powerful downward hit.
Brain matter splatters all around you, forced in every which direction by the force of the blow you just inflicted.
With the palm of your hand, you reach up and touch your face, flicking brain matter off of your cheek with a mild look of disgust.
<<talk "thought">>I don't think she will be getting up again after that.<</talk>>\
As your body exits fight or flight mode, adrenaline makes way for relief.
Alley cleared, you take a deep breath, and step into the chaos unfolding on the main street.
[[Next.|Zombies Intro 1d]]Filled with a sudden burst of adrenaline, you dig your fingers into the creatures eyes with enough force to puncture the soft flesh, and to feel your fingers brush against the bone at the back of its eye sockets.
Tainted blood rushing down your hand, you use your newly gained leverage to throw the creature off of you.
Vision impaired, the infected flails a moment on the floor before propping itself up, sniffing for your scent.
Using the distraction, you back away as quietly as possible, only standing up once your hand has a nice firm grip on your baseball bat.
Legs extending to your full height, the bat accidentally brushes against the floor with a clink, causing the creature's head to whip towards you. Scrunching its now hollowed out eyes, with an animalistic scream, the infected rapidly charges you.
Spreading your feet shoulder width apart, you grip your baseball bat with both hands, standing firm.
<<talk "thought">>This time, I'm ready.<</talk>>\
Biding your time, you take a few deep breaths, standing firm at your spot in the hallway.
In an attempt to spur the creature on, you tap your bat to the floor purposefully, as you have seen many professional baseball players do.
The infected spurred on by the continuing loud noise, now is inches from you.
<<talk "thought">>Just a few steps further...<</talk>>\
With only one goal in mind, the zombie obliges you. The opportunity you have been waiting for here, you extend the bat ever so slightly behind your back, and...
SWING!
You involuntarily smile with relived satisfaction as the infected creature's head severs clean from its body, arcing towards the back of the apartment building and clear through the glass of the back window.
With a loud, conclusive thud, you can hear it hit something metal and the alarm of a car start to go off.
<<talk "thought">>Batter up.<</talk>>\
Reveling in your victory is short lived as the alarm seems to correlate directly with increased sounds of grunts and shuffling feet honing in on you.
<<talk "thought">>I need to get out of here. One infected was bad enough, not sure I'd survive a whole horde of them.<</talk>>\
Shuddering at the thought you make a beeline down the stairwell, and out the back door, feeling cool, ashy air against your cheek as you step outside and the fresh air of your burning, death filled city surrounds you.
[[Next.|Zombies Intro 1d]]A distant scream of someone less equipped and able to defend them self from a morbid fate rings in air, lingering as if it is the worlds statement of what life as you know it has come to.
Lungs filling up with soot from a nearby car fire, you cough as the congestion threatens to suffocate you.
Above you a military helicopter blazes past, attempting to land on the launch pad of a nearby high rise building.
Before it can complete its landing, infected surround it in droves, leading to the helicopter pilot to try and pull out.
It seems to be too late as the weight of the sheer number of infected grasping onto the landing skids of the copter pull it down, and cause the top propellers to tilt until they hit the building, shredding the propellers in a shower of concrete, glass, and steel before its momentum throws it into a nearby neighboring building, leaving a sizable gap in the side.
Without the propeller blades in place, the helicopter takes a swan dive to the right, you can see the military frantically diving from the doomed craft out just in time for it to crash into the original building and total it the rest of the way, catching flame as the building integrity fails and swallows it.
You watch in disbelief as the ones that were supposed to protect you become nothing more than another source of the rapidly spreading fire.
<<talk "thought">>I need to find a way out of this city on my own, I think that might've been our rescue.<</talk>>\
Mind racing you consider your options as your feet carry you down the street as fast as they are humanly able to.
<<talk "thought">>In the outskirts of town there is a wide stretch of farmland, maybe I can hole up there, secure it, grow my own food, wait for things to settle down. There would definitely be a lot of food, and less people and thus less infected to have to contend with. On the other hand, a suburban area would afford some of the comforts of home, there will be a decent amount of possible infected in the area, but there would be a wide variety of resources I can loot from the area. The last place that I can think of is the nearby theme park, the walls around it would make it the most defendable over time, and there is likely to be various perishable food I can loot there, but more likely than not a lot of people were inside when things went to hell, so chances are there is a lot of infected.<</talk>>\
Your feet impulsively begin to carry you to the one you mentally choose.
<<link [[Choose The Farm.|Zombies Intro 1e]]>><<set $PlayerSettlement to "farmSettlement">><<set $seed to "Farmlandseeds">><</link>>\
<<link [[Choose The Suburban Town.|Zombies Intro 1e]]>><<set $PlayerSettlement to "suburbiaSettlement">><<set $seed to "Suburbiaseeds">><</link>>\
<<link [[Choose The Theme Park.|Zombies Intro 1e]]>><<set $PlayerSettlement to "themeParkSettlement">><<set $seed to "Themeparkseeds">><</link>>\Descriptions of settling into respective settlements here.
<<if $PlayerSettlement is "farmSettlement">>\
An hour later, you're watching the corn fields around you, their crops sparse and withering in many places where they have not been cared for in a long time.
Then you see what you are looking for. A large farm house, what looks like a guest house not far off, several out buildings and all enclosed in fencing that might not stop zombies or raiders, but would offer at least some protection all the same.
<<talk "thought">>Looks like a good place to set up. Better walls could be built. Crop land could be cultivated to grow food again. And it looks like there's space for plenty of people if I ever decide to let anyone in.<</talk>>\
Your footsteps alter course, leading you toward the house.
<<talk "thought">>Maybe some day I can come to call this place home.<</talk>>\
Preparing yourself mentally, you reach for the doorknob, silently hoping that none of the house's former inhabitants are home.
By the time the sun is setting, you're doing one final walk around the property, enjoying the quiet, the gentle breeze, and the semblance of safety.
<<talk "player">>I should try to get some sleep. Tomorrow should be a busy day.<</talk>>\
For the first time since this all began, you get a good night's rest.
[[Next.|farmSettlement]]
<<elseif $PlayerSettlement is "suburbiaSettlement">>\
An hour later, you're walking down a suburban street, looking at the abandoned houses around you. Many of them have doors open, windows broken, or show other signs that their former inhabitants are no longer home, while others look like nothing ever happened.
<<talk "thought">>Nothing mowing a lawn wouldn't fix.<</talk>>\
Then you see it. A short street that ends in a cul de sac. Every back yard has a tall wooden fence, and after only a heartbeat you realize that some form of barricade at the start of the short street would leave the place with one way in and out, and easy to defend if the need arises.
As your eyes drift over the houses lining the street, you feel the corner of your lips tug upward into a smile as you picture a little slice of suburbia thriving in the midst of the apocalypse.
<<talk "thought">>Looks like a good place to set up. About as safe as possible inside of the city, lots of places that could be looted nearby. If I ever let people in, there are plenty of extra houses too.<</talk>>\
Your footsteps alter course, leading you toward the street.
<<talk "thought">>Maybe some day I can come to call this place home.<</talk>>\
Preparing yourself mentally, you reach for the doorknob of the first house, silently hoping that none of the house's former inhabitants are home.
By the time the sun is setting, you're doing one final walk around the neighborhood, enjoying the quiet, the gentle breeze, and pleased with the way the RV you found in one of the driveways blocks off the end of the street.
<<talk "player">>I should try to get some sleep. Tomorrow should be a busy day.<</talk>>\
For the first time since this all began, you get a good night's rest.
[[Next.|suburbiaSettlement]]
<<elseif $PlayerSettlement is "themeParkSettlement">>\
Time passes by in a blur, and eventually you see the visage of the theme park ahead of you.
Approaching the ticket booths, you can see that the turntables have been crushed by some charging mob.
Some bodies sit trampled by their peers, hung over the metal rungs lifelessly.
<<talk "thought">>I need to be on my guard, this only confirms that a lot of people have were here at the time of mass infection. Not all of them would've been as lucky to have been put out of their misery, or to have found a way out.<</talk>>\
Surveying the area, you try to come to the best plan of action.
<<talk "thought">>If I can stick to the shadows, I can probably easily make my way undetected to the dining hall in the middle of the park, setup camp there.<</talk>>\
Slinking your way into the park, you take back routes towards the dining hall.
An occasional grunt and shuffling of feet set your alarm bells on edge, but overall you manage to remain undetected.
Soon, after a good while of walking you feel yourself become weary, your body threatening to give out from underneath you as you reach the dining hall steps.
With caution, you use one hand to reach for the doorknob as the other grips your bat, ready to fight in case anything still lurks within.
Turning the door knob, the door slowly creaks open, and you feel yourself let out a breath.
<<talk "thought">>Closed for tonight's dinner banquet.<</talk>>\
You grin at your luck.
<<talk "thought">>That explains it, just my luck that when this all went down, they weren't letting anyone in.<</talk>>\
Quickly entering you set your weary body to work.
Grabbing wooden chairs, you break them on your knee, making a pile of boards at your feet.
Finding some tools in a nearby maintenance room, you use your pile of wood, to board up all the windows in an attempt to secure the area against any curious zombies.
Taking stock of the tables still left in the room, you push them around the perimeter of the room, making a wall as an extra barrier between where you are going to sleep and any place of entry.
By the time you are finished, the room is pitch black, and your feet ache defiantly.
Taking your bag off of your back you pull out a can of peas and a bedroll, setting them up in the middle of the newly cleared dining room.
Eating your can of peas, you flop onto your bedroll, your body thanking you for finally allowing it to recover from fatigue.
Closing your eyes, for the first time since everything went to hell you find yourself drifting into a good night's rest.
[[Next.|themeParkSettlement]]
<</if>>\
<<run $player.inventory.add("baseball_bat")>><<set setup.Items.get("baseball_bat").isEquipped to true>><<set $player.bodySlotWeapon to "baseball_bat">><<run $player.inventory.add("canned_goods")>><<set $Intro to "Played">>\-This piece was intended to function as a way to set the stage, catch the player up on what's going on, how desperate the world feels.
-Edit in a reference to Mulan with the stuffed animal left behind by a child as you flee a burning city?
-Might need to make some minor edits to account for the duffel he packed in the first segment which isn't mentioned after? (Give two units of food codewise to account for the peas?)<div class="changelog version">Basic Character Details</div>
<div align="center"><<if $player.skinTone is setup.Character.SkinTone.Fair>><<if $player.gender is setup.Character.Gender.Male>><span class="smallpic">[img[images/portraits/player_fair_male.png]]</span><<else>><span class="smallpicfemale">[img[images/portraits/player_fair_female.png]]</span><</if>><<elseif $player.skinTone is setup.Character.SkinTone.Brown>><<if $player.gender is setup.Character.Gender.Male>><span class="smallpic">[img[images/portraits/player_brown_male.png]]</span><<else>><span class="smallpicfemale">[img[images/portraits/player_brown_female.png]]</span><</if>><<else>><<if $player.gender is setup.Character.Gender.Male>><span class="smallpic">[img[images/portraits/player_olive_male.png]]</span><<else>><span class="smallpicfemale">[img[images/portraits/player_olive_female.png]]</span><</if>><</if>>
''Name:''
<<textbox "$player.firstName" $player.firstName>> | <<textbox "$player.lastName" $player.lastName>>
''Gender:'' <<= $player.gender.toUpperFirst()>>
@@.slimlink;<<if $player.gender isnot setup.Character.Gender.Male>><<link "Male">><<set $player.chest to setup.Character.Chest.None>><<set $player.gender to setup.Character.Gender.Male>><<set $player.penis to setup.Character.Penis.Average>><<set $player.vagina to setup.Character.Vagina.None>><<set $player.virility to 100>><<set $player.fertility to 0>><<set $player.pronounGender to setup.Character.PronounGender.Masculine>><<if $player.firstName is "Jane" and $player.lastName is "Doe">><<set $player.firstName to "John">><</if>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "Male">><</link>></span><</if>> | <<if $player.gender isnot setup.Character.Gender.Female>><<link "Female">><<set $player.chest to setup.Character.Chest.B>><<set $player.gender to setup.Character.Gender.Female>><<set $player.penis to setup.Character.Penis.None>><<set $player.vagina to setup.Character.Vagina.Tight>><<set $player.virility to 0>><<set $player.fertility to 100>><<set $player.pronounGender to setup.Character.PronounGender.Feminine>><<if $player.firstName is "John" and $player.lastName is "Doe">><<set $player.firstName to "Jane">><</if>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "Female">><</link>></span><</if>>@@
''Ethnicity:'' <<= $player.ethnicityDesc>>
@@.slimlink;<<if $player.skinTone isnot setup.Character.SkinTone.Brown>><<link "African">><<set $player.skinTone to setup.Character.SkinTone.Brown>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "African">><</link>></span><</if>> | <<if $player.skinTone isnot setup.Character.SkinTone.Olive>><<link "Asian">><<set $player.skinTone to setup.Character.SkinTone.Olive>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "Asian">><</link>></span><</if>> | <<if $player.skinTone isnot setup.Character.SkinTone.Fair>><<link "Caucasian">><<set $player.skinTone to setup.Character.SkinTone.Fair>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "Caucasian">><</link>></span><</if>>@@</div>
<div class="changelog version">Skills</div>
@@.slimlink;
<div class="row"><div class="column2">\
''Combat:'' <<= $player.combat>>
<<if $player.combat lt 5 and $PlayerPoints gt 0>><<link "+">><<set $player.combat += 1>><<set $PlayerPoints -= 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "+">><</link>></span><</if>> | <<if $player.combat > 0>><<link "-">><<set $player.combat -= 1>><<set $PlayerPoints += 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "-">><</link>></span><</if>>
''Intelligence:'' <<= $player.intelligence>>
<<if $player.intelligence lt 5 and $PlayerPoints gt 0>><<link "+">><<set $player.intelligence += 1>><<set $PlayerPoints -= 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "+">><</link>></span><</if>> | <<if $player.intelligence > 0>><<link "-">><<set $player.intelligence -= 1>><<set $PlayerPoints += 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "-">><</link>></span><</if>>
'' Charisma: '' <<= $player.charisma>>
<<if $player.charisma lt 5 and $PlayerPoints gt 0>><<link "+">><<set $player.charisma += 1>><<set $PlayerPoints -= 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "+">><</link>></span><</if>> | <<if $player.charisma > 0>><<link "-">><<set $player.charisma -= 1>><<set $PlayerPoints += 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "-">><</link>></span><</if>></div>\
\
<div class="column2">\
''Animals:'' <<= $player.animals>>
<<if $player.animals lt 5 and $PlayerPoints gt 0>><<link "+">><<set $player.animals += 1>><<set $PlayerPoints -= 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "+">><</link>></span><</if>> | <<if $player.animals > 0>><<link "-">><<set $player.animals -= 1>><<set $PlayerPoints += 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "-">><</link>></span><</if>>
''Farming:'' <<= $player.farming>>
<<if $player.farming lt 5 and $PlayerPoints gt 0>><<link "+">><<set $player.farming += 1>><<set $PlayerPoints -= 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "+">><</link>></span><</if>> | <<if $player.farming > 0>><<link "-">><<set $player.farming -= 1>><<set $PlayerPoints += 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "-">><</link>></span><</if>>
''Mechanical:'' <<= $player.mechanical>>
<<if $player.mechanical lt 5 and $PlayerPoints gt 0>><<link "+">><<set $player.mechanical += 1>><<set $PlayerPoints -= 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "+">><</link>></span><</if>> | <<if $player.mechanical > 0>><<link "-">><<set $player.mechanical -= 1>><<set $PlayerPoints += 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "-">><</link>></span><</if>></div>\
\
<div class="column2">\
''Medical:'' <<= $player.medical>>
<<if $player.medical lt 5 and $PlayerPoints gt 0>><<link "+">><<set $player.medical += 1>><<set $PlayerPoints -= 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "+">><</link>></span><</if>> | <<if $player.medical > 0>><<link "-">><<set $player.medical -= 1>><<set $PlayerPoints += 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "-">><</link>></span><</if>>
''Scavenging:'' <<= $player.scavenging>>
<<if $player.scavenging lt 5 and $PlayerPoints gt 0>><<link "+">><<set $player.scavenging += 1>><<set $PlayerPoints -= 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "+">><</link>></span><</if>> | <<if $player.scavenging > 0>><<link "-">><<set $player.scavenging -= 1>><<set $PlayerPoints += 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "-">><</link>></span><</if>>
''Science:'' <<= $player.science>>
<<if $player.science lt 5 and $PlayerPoints gt 0>><<link "+">><<set $player.science += 1>><<set $PlayerPoints -= 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "+">><</link>></span><</if>> | <<if $player.science > 0>><<link "-">><<set $player.science -= 1>><<set $PlayerPoints += 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "-">><</link>></span><</if>></div></div>@@
<div align="center">You have ''<<= $PlayerPoints>> points'' left to spend.
<<if $PlayerPoints eq 0 and $player.firstName.trim().length isnot 0>>[[Next|Zombies Intro 1]]<<else>><span class = "inactive"><<link "Next">><</link>></span><</if>></div>This will be start of the story. Maybe start with character creation? Name, skills, appearance?<<set setup.Items.define('nothing', {
'name' : "Nothing",
'clothingHealth' : 0,
'combatMod' : 0,
'damage' : 0,
'tags' : []
}, false)>><<set setup.Items.define('longarm_ammo', {
'description' : "A bullet for a longarm weapon.",
'name' : "Longarm Ammo",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/ammo/Longarm_Ammo.png",
'quantity' : 1,
'tags' : ['ammo']
}, false)>><<set setup.Items.define('sidearm_ammo', {
'description' : "A bullet for a sidearm.",
'name' : "Sidearm Ammo",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/ammo/Sidearm_Ammo.png",
'quantity' : 1,
'tags' : ['ammo']
}, false)>><<set setup.Items.define('body_armor', {
'description' : "A set of body armor.",
'name' : "Body Armor",
'bodySlot' : ["bodySlotTorso"],
'clothingType' : ["armor"],
'clothingHealth' : 3,
'maxclothingHealth' : 3,
'combatMod' : 1,
'isAvalible' : function(){return true;},
'imagePath' : "images/items/clothing/armor/Body_Armor.png",
'isEquipped' : false,
'quantity' : 1,
'tags' : ['armor']
}, false)>><<set setup.Items.define('leather_jacket', {
'description' : "A leather jacket.",
'name' : "Leather Jacket",
'bodySlot' : ["bodySlotTorso"],
'clothingType' : ["armor"],
'clothingHealth' : 1,
'maxclothingHealth' : 1,
'combatMod' : 1,
'isAvalible' : function(){return true;},
'imagePath' : "images/items/clothing/armor/Leather_Jacket.png",
'isEquipped' : false,
'quantity' : 1,
'tags' : ['armor']
}, false)>><<set setup.Items.define('badass_leather_vest', {
'description' : "Badass Leather Vest.",
'name' : "Badass Leather Vest",
'bodySlot' : ["bodySlotTorso"],
'clothingType' : ["armor"],
'clothingHealth' : 4,
'maxclothingHealth' : 4,
'combatMod' : 1,
'isAvalible' : function(){return true;},
'imagePath' : "images/items/clothing/armor/Badass_Leather_Vest.png",
'isEquipped' : false,
'quantity' : 1,
'tags' : ['armor']
}, false)>><<set setup.Items.define('antibiotic', {
'description' : "A antibiotic in pill form.",
'name' : "Antibiotic",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/consumables/Antibiotic.png",
'quantity' : 1,
'tags' : ['playerConsumable']
}, false)>><<set setup.events.useAntibiotic to [
{
requires: 'true',
chance: 100,
link: "Use Antibiotic 1"
},
{
requires: 'true',
chance: 100,
link: "Use Antibiotic 2"
}
]>>WIP (Antibiotic 1)
[[End.|$location]]WIP (Antibiotic 2)
[[End.|$location]]<<set setup.Items.define('bandage', {
'description' : "A bandage.",
'name' : "Bandage",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/consumables/Bandage.png",
'quantity' : 1,
'tags' : ['playerConsumable']
}, false)>><<set setup.events.useBandage to [
{
requires: 'true',
chance: 100,
link: "Use Bandage 1"
},
{
requires: 'true',
chance: 100,
link: "Use Bandage 2"
}
]>>WIP (BANDAGE 1)
[[End.|$location]]WIP (BANDAGE 2)
[[End.|$location]]<<set setup.Items.define('first_aid_kit', {
'description' : "A first aid kit.",
'name' : "First Aid Kit",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/consumables/First_Aid_Kit.png",
'quantity' : 1,
'tags' : ['playerConsumable']
}, false)>><<set setup.events.useFirstAidKit to [
{
requires: 'true',
chance: 100,
link: "Use First Aid Kit 1"
},
{
requires: 'true',
chance: 100,
link: "Use First Aid Kit 2"
}
]>>WIP (First Aid Kit 1)
[[End.|$location]]WIP (First Aid Kit 2)
[[End.|$location]]<<set setup.Items.define('tool_kit', {
'description' : "A tool kit.",
'name' : "Tool Kit",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/consumables/Tool_Kit.png",
'quantity' : 1,
'tags' : []
}, false)>><<set setup.events.useToolKit to [
{
requires: 'true',
chance: 100,
link: "Use Tool Kit 1"
},
{
requires: 'true',
chance: 100,
link: "Use Tool Kit 2"
}
]>>WIP (Tool Kit 1)
[[End.|$location]]WIP (Tool Kit 2)
[[End.|$location]]<<set setup.Items.define('beet', {
'description' : "A beet.",
'name' : "Beet",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('carrot', {
'description' : "A carrot.",
'name' : "Carrot",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('corn', {
'description' : "A ear of corn.",
'name' : "Corn",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('green_pepper', {
'description' : "A green pepper.",
'name' : "Green Pepper",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('hot_pepper', {
'description' : "A hot pepper.",
'name' : "Hot Pepper",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('lettuce', {
'description' : "A head of lettuce.",
'name' : "Lettuce",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('onion', {
'description' : "A onion.",
'name' : "Onion",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('potato', {
'description' : "A potato.",
'name' : "Potato",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('pumpkin', {
'description' : "A pumpkin.",
'name' : "Pumpkin",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('beet_seed', {
'description' : "A beet seed.",
'name' : "Beet Seed",
'farmId': "beet",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/crops/seeds/Seed_Packet.png",
'quantity' : 1,
'tags' : ['seed']
}, false)>><<set setup.Items.define('carrot_seed', {
'description' : "A carrot seed.",
'name' : "Carrot Seed",
'farmId': "carrot",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/crops/seeds/Seed_Packet.png",
'quantity' : 1,
'tags' : ['seed']
}, false)>><<set setup.Items.define('corn_seed', {
'description' : "A corn seed.",
'name' : "Corn Seed",
'farmId': "corn",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/crops/seeds/Seed_Packet.png",
'quantity' : 1,
'tags' : ['seed']
}, false)>><<set setup.Items.define('green_pepper_seed', {
'description' : "A green pepper seed.",
'name' : "Green Pepper Seed",
'farmId': "green_pepper",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/crops/seeds/Seed_Packet.png",
'quantity' : 1,
'tags' : ['seed']
}, false)>><<set setup.Items.define('hot_pepper_seed', {
'description' : "A hot pepper seed.",
'name' : "Hot Pepper Seed",
'farmId': "hot_pepper",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/crops/seeds/Seed_Packet.png",
'quantity' : 1,
'tags' : ['seed']
}, false)>><<set setup.Items.define('lettuce_seed', {
'description' : "A lettuce seed.",
'name' : "Lettuce Seed",
'farmId': "lettuce",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/crops/seeds/Seed_Packet.png",
'quantity' : 1,
'tags' : ['seed']
}, false)>><<set setup.Items.define('onion_seed', {
'description' : "A onion seed.",
'name' : "Onion Seed",
'farmId': "onion",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/crops/seeds/Seed_Packet.png",
'quantity' : 1,
'tags' : ['seed']
}, false)>><<set setup.Items.define('potato_seed', {
'description' : "A potato seed.",
'name' : "Potato Seed",
'farmId': "potato",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/crops/seeds/Seed_Packet.png",
'quantity' : 1,
'tags' : ['seed']
}, false)>><<set setup.Items.define('pumpkin_seed', {
'description' : "A pumpkin seed.",
'name' : "Pumpkin Seed",
'farmId': "pumpkin",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/crops/seeds/Seed_Packet.png",
'quantity' : 1,
'tags' : ['seed']
}, false)>><<set setup.Items.define('strawberry_seed', {
'description' : "A strawberry seed.",
'name' : "Strawberry Seed",
'farmId': "strawberry",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/crops/seeds/Seed_Packet.png",
'quantity' : 1,
'tags' : ['seed']
}, false)>><<set setup.Items.define('tomato_seed', {
'description' : "A tomato seed.",
'name' : "Tomato Seed",
'farmId': "tomato",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/crops/seeds/Seed_Packet.png",
'quantity' : 1,
'tags' : ['seed']
}, false)>><<set setup.Items.define('watermelon_seed', {
'description' : "A watermelon seed.",
'name' : "Watermelon Seed",
'farmId': "watermelon",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/crops/seeds/Seed_Packet.png",
'quantity' : 1,
'tags' : ['seed']
}, false)>><<set setup.Items.define('wheat_seed', {
'description' : "A wheat seed.",
'name' : "Wheat Seed",
'farmId': "wheat",
'isAvalible' : function(){return true;},
'imagePath' : "images/items/crops/seeds/Seed_Packet.png",
'quantity' : 1,
'tags' : ['seed']
}, false)>><<set setup.Items.define('strawberry', {
'description' : "A strawberry.",
'name' : "Strawberry",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('tomato', {
'description' : "A tomato.",
'name' : "Tomato",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('watermelon', {
'description' : "A watermelon.",
'name' : "Watermelon",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('wheat', {
'description' : "A sheaf of wheat.",
'name' : "Wheat",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<setupItems>><<set window.item = {
}>>/*
List the Names of the Items contained within a Container.
Usage:
→ List the Name of the Items found in current Location.
<<ListItems $location>>
→ List the Name of the Items held by the Player.
<<ListItems "Player">>
*/
<<widget "ListItems">>
\<<silently>>
<<set _names to []>>
<<if setup.Containers.defined($args[0])>>
<<for _itemID range setup.Containers.get($args[0]).getItemIDs()>>
/% Get the name of the item. %/
<<run _names.push(setup.Items.get(_itemID).name) >>
<</for>>
<</if>>
<</silently>>
\<<print _names.join(', ')>>
\<</widget>><<set setup.Items.define('battery', {
'description' : "A battery.",
'name' : "Battery",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('bottled_water', {
'description' : "A bottle of water.",
'name' : "Bottled Water",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('boxed_goods', {
'description' : "A boxed good.",
'name' : "Boxed Good",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('canned_goods', {
'description' : "A canned good.",
'name' : "Canned Good",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('concrete', {
'description' : "A bag of concrete.",
'name' : "Concrete",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('electrical_component', {
'description' : "A electrical component.",
'name' : "Electrical Component",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('hammer', {
'description' : "A hammer.",
'name' : "Hammer",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('metal', {
'description' : "A piece of scrap metal.",
'name' : "Scrap Metal",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('nail', {
'description' : "A nail.",
'name' : "Nail",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('preserves', {
'description' : "A jar of preserved food.",
'name' : "Preserve",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('wood', {
'description' : "A piece of wood.",
'name' : "Wood",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('condom', {
'description' : "A condom.",
'name' : "Condom",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('ferry_battery', {
'description' : "A working ferry battery.",
'name' : "Ferry Battery",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('katys_panties', {
'description' : "A pair of black, lace panties. A memento of your first sexual escapade with Katy.",
'name' : "Katy's Panties",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('katys_ripped_panties', {
'description' : "A torn, no longer wearable pair of black, lace panties. A memento of your first sexual escapade with Katy.",
'name' : "Katy's Ripped Panties",
'isAvalible' : function(){return true;},
'quantity' : 1,
'tags' : []
}, false)>><<set setup.Items.define('axe', {
'description' : "A axe.",
'name' : "Axe",
'bodySlot' : ["bodySlotWeapon"],
'combatMod' : 1,
'damage' : 1,
'isAvalible' : function(){return true;},
'imagePath' : "images/items/weapons/Axe.png",
'isEquipped' : false,
'quantity' : 1,
'tags' : ['weapon', 'melee']
}, false)>><<set setup.Items.define('badass_machete', {
'description' : "Badass machete.",
'name' : "Badass Machete",
'bodySlot' : ["bodySlotWeapon"],
'combatMod' : 2,
'damage' : 1,
'isAvalible' : function(){return true;},
'imagePath' : "images/items/weapons/Badass_Machete.png",
'isEquipped' : false,
'quantity' : 1,
'tags' : ['weapon', 'melee']
}, false)>><<set setup.Items.define('baseball_bat', {
'description' : "A baseball bat.",
'name' : "Baseball Bat",
'bodySlot' : ["bodySlotWeapon"],
'combatMod' : 1,
'damage' : 1,
'isAvalible' : function(){return true;},
'imagePath' : "images/items/weapons/Baseball_Bat.png",
'isEquipped' : false,
'quantity' : 1,
'tags' : ['weapon', 'melee']
}, false)>><<set setup.Items.define('machete', {
'description' : "A machete.",
'name' : "Machete",
'bodySlot' : ["bodySlotWeapon"],
'combatMod' : 1,
'damage' : 1,
'isAvalible' : function(){return true;},
'imagePath' : "images/items/weapons/Machete.png",
'isEquipped' : false,
'quantity' : 1,
'tags' : ['weapon', 'melee']
}, false)>><<set setup.Items.define('pistol', {
'description' : "A pistol.",
'name' : "Pistol",
'bodySlot' : ["bodySlotWeapon"],
'combatMod' : 1,
'damage' : 1,
'isAvalible' : function(){return true;},
'imagePath' : "images/items/weapons/Pistol.png",
'isEquipped' : false,
'quantity' : 1,
'tags' : ['weapon', 'ranged']
}, false)>><<set setup.Items.define('rifle', {
'description' : "A rifle.",
'name' : "Rifle",
'bodySlot' : ["bodySlotWeapon"],
'combatMod' : 2,
'damage' : 2,
'isAvalible' : function(){return true;},
'imagePath' : "images/items/weapons/Rifle.png",
'isEquipped' : false,
'quantity' : 1,
'tags' : ['weapon', 'ranged']
}, false)>><<set setup.Items.define('sledgehammer', {
'description' : "A sledgehammer.",
'name' : "Sledgehammer",
'bodySlot' : ["bodySlotWeapon"],
'combatMod' : 0,
'damage' : 2,
'isAvalible' : function(){return true;},
'imagePath' : "images/items/weapons/Sledgehammer.png",
'isEquipped' : false,
'quantity' : 1,
'tags' : ['weapon', 'melee']
}, false)>><<initialisation>>\
<<set _here.name to "Farmland", _here.region to "Farmland">>
<</initialisation>>\
<<description>>\
<<if $clock.isMorning>>\
<span class="pic">[img[images/backgrounds/FarmlandMorning.png]]</span>
<<elseif $clock.isAfternoon>>\
<span class="pic">[img[images/backgrounds/FarmlandNoon.png]]</span>
<<elseif $clock.isEvening>>\
<span class="pic">[img[images/backgrounds/FarmlandTwilight.png]]</span>
<<elseif $clock.isNight>>\
<span class="pic">[img[images/backgrounds/FarmlandNight.png]]</span>
<<else>>\
You shouldn't be seeing this message please send a bug report to the developer with the time of day attached.
<</if>>\
\
<<if $clock.hour lte 8>>\
Dewdrops glisten on uncut grass spanning fields that stretch to the horizon. Only an occasional farmhouse or shelter belt break the monotony of the view.
<<elseif $clock.hour lte 16>>\
Long grass sways in the gentle breeze, filling the air with an ambient whisper of a million blades of grass brushing against one another.
Under the glaring sun, vacant farmhouses stand proudly as if the apocalypse never happened.
<<else>>\
Long shadows cast by vacant farmhouses hang ominously across fields of uncut grass pushing home that there isn't a another soul for as far as the eye can see.
<</if>>\
<<if $player.infection gte 1>>\
<<includeevent setup.events.infectionProgression>>\
<</if>><<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.farmlandEvents>><</link>>
<<if $akane.hasFlag("followPlayer") and $akane.relationship is 4>>[[You enter an old house with Akane. (Akane)|Akane 5]]<</if>>\
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>><</description>><<set setup.events.farmlandEvents = [
{
requires: 'true',
chance: 30,
link: "Attack"
},
{
requires: 'true',
chance: 50,
link: "Failed Scavenge"
},
{
requires: 'true',
chance: 100,
link: "Food Scavenge"
},
{
requires: 'true',
chance: 20,
link: "Basics Scavenge"
},
{
requires: 'true',
chance: 50,
link: "Equipment Events"
},
{
requires: '$PlayerSettlement is "farmSettlement"',
chance: 45,
link: "Food Scavenge"
},
{
requires: '$PlayerSettlement is "farmSettlement"',
chance: 15,
link: "Basics Scavenge"
},
{
requires: 'not $player.hasFlag("pregnancyKnown") and $player.isPregnant and $player.pregnancyWeek gte 2',
override: true,
link: "Pregnant 1"
}
]>><<initialisation>>
<<set
_here.name to 'Nowhere',
_here.region to 'Nowhere',
_here.eventChance to 0
>>
<</initialisation>>\
<<description>>You should not be here, there has been a mistake in the game's code. Please contact the game's developer and let them know.<</description>>/*
This special passage is executed if it has been determined that the player is moving from one location to another.
The contents of this passage has access to two special temporary variables:
_leaving - this contains the Location ID of the previous location related Passage.
_arriving - this contains the Location ID of the next location related Passage.
*/
/* Reset any variable associated with the location we are leaving. */
/*
<<if _leaving neq _arriving>>
<<set setup.locations[_leaving].loot = []>>
<<set $scanBox = -1>>
<<set $scanPerson = -1>>
<<set $scanBeast = -1>>
<</if>>
*/
/* Check if this is the first time that the next location has been visited, and if so initialise all associated content. */
<<if $visited[_arriving] eq 0>>
/* Set Random Clutter */
/*
<<set _items = 0>>
<<for $i=0; ($i lt _next.randomLoot.random.length) and (_items lt _next.randomLoot.randomMax); $i++>>
<<set _roll = Math.floor((Math.random() * 100) + 1)>>
<<if _next.randomLoot.random[$i].chance gte _roll>>
<<print "<<editRoomLoot " +
$char.player + " " +
$changePlace + " " +
_next.randomLoot.random[$i].type + " " +
_next.randomLoot.random[$i].item + " " +
_next.randomLoot.random[$i].quantity + ">>"
>>
<<set _items++>>
<</if>>
<</for>>
*/
/* Set Random Container Loot */
/*
<<for $i=0; ($i lt _next.box.length) and (_next.box[$i].type neq -1); $i++>>
<<set _items = 0>>
<<set _boxType = _next.box[$i].type>>
<<for $j=0; ($j lt boxValue[_boxType].random.length) and (_items lt boxValue[_boxType].randomMax); $j++>>
<<set _roll = Math.floor((Math.random() * 100) + 1)>>
<<if boxValue[_boxType].random[$j].chance gte _roll>>
<<print "<<editBoxLoot " +
$char.player + " " +
$changePlace + " " +
$i + " " +
boxValue[_boxType].random[$j].type + " " +
boxValue[_boxType].random[$j].item + " " +
boxValue[_boxType].random[$j].quantity + ">>"
>>
<<set _items++>>
<</if>>
<</for>>
<</for>>
*/
<</if>><hr>
<<include _event>>/*
Display the list of locations stored in the _locations temporary variable.
*/
<<widget "displaylocationlist">>\
<<if _locations.length is 0>>No Locations<<else>>\
<ul id="locations">
<<for _location range _locations>>
<li @class="_location[0]"><<print _location[1]>></li>
<</for>>
</ul>\
<</if>>\
<</widget>><<initialisation>>\
<<set _here.name to "Farm Settlement", _here.region to "Farm Settlement">>
/% Exits %/
<<set _here.exits = [
{
show: 'true',
pass: 'true',
link: '<<link [[Farm|Farmland Farm]]>><</link>>'
}
]>>
<</initialisation>>\
<<description>>\
<<if $clock.hour lte 8>>\
With morning hanging over your home, your settlement, you cast your eyes out over the rolling hills of farm land. The grass sways gently, the smell of plant life fills your nostrils, and for just a heartbeat you are able to ignore the fact that you're living in the zombie apocalypse and simply enjoy the moment.
<<elseif $clock.hour lte 16>>\
Day brings with it the rich smell of soil in your settlement, a common smell on the farm, but also a stark contrast from the stench of death that permeates the cities.
<<else>>\
Deep shadows and a gentle breeze makes the farm settlement feel unsettling. Every whisper of grass swaying makes you wonder if there are zombies moving unnoticed just beyond your vision.
<</if>>\
<<if $CounterContainer.Armory is 1>>\
The armory, if you can call it that is little more than a small storage shed with a small assortment of melee weapons. Placed in a central location within the settlement, it ensures that anyone found unarmed doesn't have far to go to arm themselves.
<<elseif $CounterContainer.Armory is 2>>\
The armory is little more than a storage shed placed centrally within the settlement. The door is barred, but not locked, and the shed contains an assortment of melee and ranged weapons for use in case of emergency.
<<elseif $CounterContainer.Armory is 3>>\
The armory might have started as a simple shed, but it's clear from all sides that the shed has been reinforced, a lock on the door, and filled with enough weapons and armor to equip the entire settlement in times of need.
<<elseif $CounterContainer.Armory is 4>>\
The armory is a heavily reinforced shed near the center of the settlement. The wooden walls long sense braced with steel then encased within cinderblocks. The door has two locks on it requiring that at least two trusted members of the community are present to open it. Inside is enough weapons, armor, and ammo to equip a small army.
<</if>>\
\
/* Art for Farm Settlement */\
/* Description based on time of day and season */\
<<if not $player.hasFlag("pregnancyKnown") and $player.isPregnant and $player.pregnancyWeek gte 4>>\
<<include "Pregnant 2">>\
<<elseif not $akane.hasFlag("announced") and $akane.isPregnant and $akane.pregnancyWeek gte 4>>\
<<include "Akane Pregnant 1">>\
<<elseif $player.infection gte 1>>\
<<includeevent setup.events.infectionProgression>>\
<</if>><<if (not $clock.isNight)>>\
<<if not $akane.hasFlag("companion") and $akane.hasFlag("joined")>>[[Akane approaches you. (Akane)|Akane 2]]
<</if>><<if $akane.relationship is 3>>[[A loud noise catches your attention. (Akane)|Akane 4]]
<</if>><<if not $player.hasFlag("meleeUpgrade1") and $akane.relationship gte 4 and $CounterContainer.Armory is 0>>[[Akane has some ideas about upgrading the armory. (Akane)|Armory Fetch Quest 1]]
<</if>><<if $akane.relationship gte 4 and $CounterContainer.Armory is 0 and $player.hasFlag("meleeUpgrade2")>>[[Give Akane the baseball bats you obtained for the armory. (Akane)|Armory Fetch Quest 1 Part Three]]
<</if>><<if not $player.hasFlag("rangedUpgrade1") and $akane.relationship gte 4 and $CounterContainer.Armory is 1>>[[Akane has some more ideas about upgrading the armory. (Akane)|Armory Fetch Quest 2]]
<</if>><<if $akane.relationship is 5>>[[Go visit Akane. (Akane)|Akane 6]]
<</if>><<if $katy.relationship is 0 and $player.hasFlag("katySilhouette") and not $player.inventory.includes("ferry_battery") and not $player.hasFlag("Nope")>>[[Search for a working ferry battery. (Katy)|Katy 2]]
<</if>><<if $clock.isMorning and $katy.relationship is 0 and $player.inventory.includes("ferry_battery")>>[[Investigate the woman at the Themepark hotel. (Katy)|Katy 3]]<<elseif not $clock.isMorning and $katy.relationship is 0 and $player.inventory.includes("ferry_battery")>><span class = "inactive"><<link "[Morning] Investigate the woman at the Themepark hotel. (Katy)">><</link>></span>
<</if>>/* Look for new areas to explore */\
[[Explore Farmland.|farmland]]
[[Explore Suburbia.|suburbia]]
[[Explore Theme Park.|themePark]]
[[Advance Time.|farmSettlement][$clock.hour += 6]]
<<if $clock.isMorning>><<link "Skip A Week.">><<set $clock.day += 7>><<goto "Timeskip Selection">><</link>><<else>><span class = "inactive"><<link "Skip A Week.">><</link>></span><</if>>\
<<else>>\
<<link "End Day">><<run $clock.hour += 6>><<include "End Day Cleanup">><<goto "End Day Events">><</link>>\
<</if>>\
<</description>>\<<initialisation>>
<<set _here.name to "Farmland Farm", _here.region to "Farm Settlement">>
/% Exits %/
<<set _here.exits = [
{
show: "true",
pass: "true",
link: "<<link [[Farm Settlement|farmSettlement]]>><</link>>"
}
]>><</initialisation>>\
<<description>>
You have
\<<set _separator to "">>
\<<for _id, _qty range $farm.Farmlandseeds>>
\_separator
\<<if _qty > 0>>
\ @@.a6;<<= _qty>>@@
\<<else>>
\ @@.a1;<<= _qty>>@@
\<</if>>
\ <<= setup.Seed[_id].name>>
\<<if not _separator>><<set _separator to ", ">><</if>>
\<</for>> seeds left.
<<for _i, _plot range $farm.Farmlandplots>>\
<<capture _i>>\
<<link `"Plot #" + (1 + _i) + (_plot.crop ? ": " + _plot.crop.name.toUpperFirst() : "")` "farmlandfarmPlots">>
<<set $pi = _i>>
<</link>>
<</capture>>\
<</for>>\
<<if $player.infection gte 1>>\
<<includeevent setup.events.infectionProgression>>\
<</if>>\
<</description>>\<<set
_plot = $farm.Farmlandplots[$pi],
_skillLevel = 0
>>\
<<if not _plot.crop>>\
''This plot is empty and available for planting.''
<<for _id, _qty range $farm.Farmlandseeds>>
\<<if _qty > 0>>
\<<capture _id>>
\<<link `"Plant a " + setup.Seed[_id].name + " plant"` "farmlandfarmPlots">>
<<run _plot.plant(setup.Seed[_id], _skillLevel)>>
<<set $farm.Farmlandseeds[_id]-->>
<</link>>
\<</capture>>
\<<else>>
\@@.a1;No <<= setup.Seed[_id].name>> seeds left.@@
\<</if>>
<</for>>
<<else>>\
<<if $clock.toMilliseconds() >= _plot.due>>\
@@.a6;''The <<= _plot.crop.name>> is ready for harvest.''@@
<<link "Harvest" "farmlandfarmPlots">>
<<run _plot.harvest()>>
<</link>>
<<else>>
\<<set
_msRemain = _plot.due - $clock.toMilliseconds(),
_days = Math.trunc(_msRemain / setup.DayMS),
_hours = Math.trunc((_msRemain % setup.DayMS) / setup.HourMS)
>>
\This plot is being used to grow ''<<= _plot.crop.name>>''.
From the plant's appearance, you calculate that there are still ''
\<<if _days > 0>>
\<<= _days>> days
\<<elseif _hours > 0>>
\<<= _hours>> hours
\<<else>>
\some minutes
\<</if>>'' to go before it's ready for harvesting.
<</if>>\
<</if>>\
<<link "Return" "Farmland Farm">>
<<unset $pi>>
<</link>><<initialisation>>\
<<set _here.name to "Suburbia Settlement", _here.region to "Suburbia Settlement">>
/% Exits %/
<<set _here.exits = [
{
show: "true",
pass: "true",
link: "<<link [[Farm|Suburbia Farm]]>><</link>>"
}
]>>
<</initialisation>>\
<<description>>\
<<if $clock.hour lte 8>>\
Row upon row of suburban houses stretch as far as the eye can see, but only this block, this neighborhood is home. Birds chirp noisily and squirrels scurry about, none seeming to care about the absence of most of mankind.
<<elseif $clock.hour lte 16>>\
Looking out from your settlement, your eyes drift over the endless rows of vacant houses, wondering if some day those houses will be reclaimed by mankind, or if this little neighborhood might be the only island of man that will continue to cling to the city.
<<else>>\
With the dark staking it's dominion over the world; your little settlement, your little home, makes you feel impossibly alone. As if to remind you of the zombie apocalypse you live in, countless zombies moan, creating a faint drone of sound at the very edge of your ability to hear.
<</if>>\
<<if $CounterContainer.Armory is 1>>\
The armory, if you can call it that is little more than a small storage shed with a small assortment of melee weapons. Placed in a central location within the settlement, it ensures that anyone found unarmed doesn't have far to go to arm themselves.
<<elseif $CounterContainer.Armory is 2>>\
The armory is little more than a storage shed placed centrally within the settlement. The door is barred, but not locked, and the shed contains an assortment of melee and ranged weapons for use in case of emergency.
<<elseif $CounterContainer.Armory is 3>>\
The armory might have started as a simple shed, but it's clear from all sides that the shed has been reinforced, a lock on the door, and filled with enough weapons and armor to equip the entire settlement in times of need.
<<elseif $CounterContainer.Armory is 4>>\
The armory is a heavily reinforced shed near the center of the settlement. The wooden walls long sense braced with steel then encased within cinderblocks. The door has two locks on it requiring that at least two trusted members of the community are present to open it. Inside is enough weapons, armor, and ammo to equip a small army.
<</if>>\
\
/* Art for Suburbia Settlement */\
/* Description based on time of day and season */\
<<if not $player.hasFlag("pregnancyKnown") and $player.isPregnant and $player.pregnancyWeek gte 4>>\
<<include "Pregnant 2">>\
<<elseif not $akane.hasFlag("announced") and $akane.isPregnant and $akane.pregnancyWeek gte 4>>\
<<include "Akane Pregnant 1">>\
<<elseif $player.infection gte 1>>\
<<includeevent setup.events.infectionProgression>>\
<</if>><<if (not $clock.isNight)>>\
<<if not $akane.hasFlag("companion") and $akane.hasFlag("joined")>>[[Akane approaches you. (Akane)|Akane 2]]
<</if>><<if $akane.relationship is 3>>[[A loud noise catches your attention. (Akane)|Akane 4]]
<</if>><<if not $player.hasFlag("meleeUpgrade1") and $akane.relationship gte 4 and $CounterContainer.Armory is 0>>[[Akane has some ideas about upgrading the armory. (Akane)|Armory Fetch Quest 1]]
<</if>><<if $akane.relationship gte 4 and $CounterContainer.Armory is 0 and $player.hasFlag("meleeUpgrade2")>>[[Give Akane the baseball bats you obtained for the armory. (Akane)|Armory Fetch Quest 1 Part Three]]
<</if>><<if not $player.hasFlag("rangedUpgrade1") and $akane.relationship gte 4 and $CounterContainer.Armory is 1>>[[Akane has some more ideas about upgrading the armory. (Akane)|Armory Fetch Quest 2]]
<</if>><<if $akane.relationship is 5>>[[Go visit Akane. (Akane)|Akane 6]]
<</if>><<if $katy.relationship is 0 and $player.hasFlag("katySilhouette") and not $player.inventory.includes("ferry_battery") and not $player.hasFlag("Nope")>>[[Search for a working ferry battery. (Katy)|Katy 2]]
<</if>><<if $clock.isMorning and $katy.relationship is 0 and $player.inventory.includes("ferry_battery")>>[[Investigate the woman at the Themepark hotel. (Katy)|Katy 3]]<<elseif not $clock.isMorning and $katy.relationship is 0 and $player.inventory.includes("ferry_battery")>><span class = "inactive"><<link "[Morning] Investigate the woman at the Themepark hotel. (Katy)">><</link>></span>
<</if>>/* Look for new areas to explore */\
[[Explore Suburbia.|suburbia]]
[[Explore Farmland.|farmland]]
[[Explore Theme Park.|themePark]]
[[Advance Time.|suburbiaSettlement][$clock.hour += 6]]
<<if $clock.isMorning>><<link "Skip A Week.">><<set $clock.day += 7>><<goto "Timeskip Selection">><</link>><<else>><span class = "inactive"><<link "Skip A Week.">><</link>></span><</if>>\
<<else>>\
<<link "End Day">><<run $clock.hour += 6>><<include "End Day Cleanup">><<goto "End Day Events">><</link>>\
<</if>>\
<</description>>\<<initialisation>>\
<<set _here.name to "Suburbia Farm", _here.region to "Suburbia Settlement">>
/% Exits %/
<<set _here.exits = [
{
show: "true",
pass: "true",
link: "<<link [[Suburbia Settlement|suburbiaSettlement]]>><</link>>"
}
]>>
<</initialisation>>\
<<description>>\
You have
\<<set _separator to "">>
\<<for _id, _qty range $farm.Suburbiaseeds>>
\_separator
\<<if _qty > 0>>
\ @@.a6;<<= _qty>>@@
\<<else>>
\ @@.a1;<<= _qty>>@@
\<</if>>
\ <<= setup.Seed[_id].name>>
\<<if not _separator>><<set _separator to ", ">><</if>>
\<</for>> seeds left.
<<for _i, _plot range $farm.Suburbiaplots>>\
<<capture _i>>\
<<link `"Plot #" + (1 + _i) + (_plot.crop ? ": " + _plot.crop.name.toUpperFirst() : "")` "Suburbiaplots">>
<<set $pi = _i>>
<</link>>
<</capture>>\
<</for>>\
<<if $player.infection gte 1>>\
<<includeevent setup.events.infectionProgression>>\
<</if>>\
<</description>>\<<set
_plot = $farm.Suburbiaplots[$pi],
_skillLevel = 0
>>\
<<if not _plot.crop>>\
''This plot is empty and available for planting.''
<<for _id, _qty range $farm.Suburbiaseeds>>
\<<if _qty > 0>>
\<<capture _id>>
\<<link `"Plant a " + setup.Seed[_id].name + " plant"` "Suburbiaplots">>
<<run _plot.plant(setup.Seed[_id], _skillLevel)>>
<<set $farm.Suburbiaseeds[_id]-->>
<</link>>
\<</capture>>
\<<else>>
\@@.a1;No <<= setup.Seed[_id].name>> seeds left.@@
\<</if>>
<</for>>
<<else>>\
<<if $clock.toMilliseconds() >= _plot.due>>\
@@.a6;''The <<= _plot.crop.name>> is ready for harvest.''@@
<<link "Harvest" "Suburbiaplots">>
<<run _plot.harvest()>>
<</link>>
<<else>>
\<<set
_msRemain = _plot.due - $clock.toMilliseconds(),
_days = Math.trunc(_msRemain / setup.DayMS),
_hours = Math.trunc((_msRemain % setup.DayMS) / setup.HourMS)
>>
\This plot is being used to grow ''<<= _plot.crop.name>>''.
From the plant's appearance, you calculate that there are still ''
\<<if _days > 0>>
\<<= _days>> days
\<<elseif _hours > 0>>
\<<= _hours>> hours
\<<else>>
\some minutes
\<</if>>'' to go before it's ready for harvesting.
<</if>>\
<</if>>\
<<link "Return" "Suburbia Farm">>
<<unset $pi>>
<</link>><<initialisation>>\
<<set _here.name to "Theme Park Settlement", _here.region to "Theme Park Settlement">>
/% Exits %/
<<set _here.exits = [
{
show: "$player.hasFlag('themeParkFarm')",
pass: "true",
link: "<<link [[Farm|Themepark Farm]]>><</link>>"
}
]>>
<</initialisation>>\
<<description>>\
Located in the heart of the theme park, you have taken shelter in the theme parks dining hall. A once impressive dining room, now lays torn apart with tables thrown to both sides to make a makeshift extra layer of protection and windows boarded up to try and keep any threats from spotting you.
In the middle of the wall of tables lies <<if $akane.hasFlag("joined")>>two makeshift bed rolls, some supplies and Akane's signature weapons of choice, her screwdriver and pistol<<else>>your sole makeshift bed roll and a few supplies<</if>>.
The shuffling of feet on the pavement and the occasional grunts from various directions around you, remind you that danger still lurks around the area and that you should always be on guard even within the walls of your makeshift fledgling settlement.
\
<<if $CounterContainer.Armory is 1>>\
The armory, if you can call it that is little more than a small storage shed with a small assortment of melee weapons. Placed in a central location within the settlement, it ensures that anyone found unarmed doesn't have far to go to arm themselves.
<<elseif $CounterContainer.Armory is 2>>\
The armory is little more than a storage shed placed centrally within the settlement. The door is barred, but not locked, and the shed contains an assortment of melee and ranged weapons for use in case of emergency.
<<elseif $CounterContainer.Armory is 3>>\
The armory might have started as a simple shed, but it's clear from all sides that the shed has been reinforced, a lock on the door, and filled with enough weapons and armor to equip the entire settlement in times of need.
<<elseif $CounterContainer.Armory is 4>>\
The armory is a heavily reinforced shed near the center of the settlement. The wooden walls long sense braced with steel then encased within cinderblocks. The door has two locks on it requiring that at least two trusted members of the community are present to open it. Inside is enough weapons, armor, and ammo to equip a small army.
<</if>>/* Art for Theme Park Settlement */\
/* Description based on time of day and season */\
<<if not $player.hasFlag("pregnancyKnown") and $player.isPregnant and $player.pregnancyWeek gte 4>>\
<<include "Pregnant 2">>\
<<elseif not $akane.hasFlag("announced") and $akane.isPregnant and $akane.pregnancyWeek gte 4>>\
<<include "Akane Pregnant 1">>\
<<elseif $player.infection gte 1>>\
<<includeevent setup.events.infectionProgression>>\
<</if>><<if (not $clock.isNight)>>\
<<if not $akane.hasFlag("companion") and $akane.hasFlag("joined")>>[[Akane approaches you. (Akane)|Akane 2]]
<</if>><<if $akane.relationship is 3>>[[A loud noise catches your attention. (Akane)|Akane 4]]
<</if>><<if not $player.hasFlag("meleeUpgrade1") and $akane.relationship gte 4 and $CounterContainer.Armory is 0>>[[Akane has some ideas about upgrading the armory. (Akane)|Armory Fetch Quest 1]]
<</if>><<if $akane.relationship gte 4 and $CounterContainer.Armory is 0 and $player.hasFlag("meleeUpgrade2")>>[[Give Akane the baseball bats you obtained for the armory. (Akane)|Armory Fetch Quest 1 Part Three]]
<</if>><<if not $player.hasFlag("rangedUpgrade1") and $akane.relationship gte 4 and $CounterContainer.Armory is 1>>[[Akane has some more ideas about upgrading the armory. (Akane)|Armory Fetch Quest 2]]
<</if>><<if $akane.relationship is 5>>[[Go visit Akane. (Akane)|Akane 6]]
<</if>><<if $katy.relationship is 0 and $player.hasFlag("katySilhouette") and not $player.inventory.includes("ferry_battery") and not $player.hasFlag("Nope")>>[[Search for a working ferry battery. (Katy)|Katy 2]]
<</if>><<if $clock.isMorning and $katy.relationship is 0 and $player.inventory.includes("ferry_battery")>>[[Investigate the woman at the Themepark hotel. (Katy)|Katy 3]]<<elseif not $clock.isMorning and $katy.relationship is 0 and $player.inventory.includes("ferry_battery")>><span class = "inactive"><<link "[Morning] Investigate the woman at the Themepark hotel. (Katy)">><</link>></span>
<</if>>/* Look for new areas to explore */\
[[Explore Theme Park.|themePark]]
[[Explore Farmland.|farmland]]
[[Explore Suburbia.|suburbia]]
[[Advance Time.|suburbiaSettlement][$clock.hour += 6]]
<<if $clock.isMorning>><<link "Skip A Week.">><<goto "Timeskip Selection">><</link>><<else>><span class = "inactive"><<link "Skip A Week.">><</link>></span><</if>>\
<<else>>\
<<link "End Day">><<run $clock.hour += 6>><<include "End Day Cleanup">><<goto "End Day Events">><</link>>\
<</if>>\
<</description>>\<<initialisation>>\
<<set _here.name to "Themepark Farm", _here.region to "Theme Park Settlement">>
/% Exits %/
<<set _here.exits = [
{
show: "true",
pass: "true",
link: "<<link [[Themepark Settlement|themeParkSettlement]]>><</link>>"
}
]>>
<</initialisation>>\
<<description>>\
You have
\<<set _separator to "">>
\<<for _id, _qty range $farm.Themeparkseeds>>
\_separator
\<<if _qty > 0>>
\ @@.a6;<<= _qty>>@@
\<<else>>
\ @@.a1;<<= _qty>>@@
\<</if>>
\ <<= setup.Seed[_id].name>>
\<<if not _separator>><<set _separator to ", ">><</if>>
\<</for>> seeds left.
<<for _i, _plot range $farm.Themeparkplots>>\
<<capture _i>>\
<<link `"Plot #" + (1 + _i) + (_plot.crop ? ": " + _plot.crop.name.toUpperFirst() : "")` "ThemeparkfarmPlots">>
<<set $pi = _i>>
<</link>>
<</capture>>\
<</for>>\
<<if $player.infection gte 1>>\
<<includeevent setup.events.infectionProgression>>\
<</if>>\
<</description>>\<<set
_plot = $farm.Themeparkplots[$pi],
_skillLevel = 0
>>\
<<if not _plot.crop>>\
''This plot is empty and available for planting.''
<<for _id, _qty range $farm.Themeparkseeds>>
\<<if _qty > 0>>
\<<capture _id>>
\<<link `"Plant a " + setup.Seed[_id].name + " plant"` "ThemeparkfarmPlots">>
<<run _plot.plant(setup.Seed[_id], _skillLevel)>>
<<set $farm.Themeparkseeds[_id]-->>
<</link>>
\<</capture>>
\<<else>>
\@@.a1;No <<= setup.Seed[_id].name>> seeds left.@@
\<</if>>
<</for>>
<<else>>\
<<if $clock.toMilliseconds() >= _plot.due>>\
@@.a6;''The <<= _plot.crop.name>> is ready for harvest.''@@
<<link "Harvest" "ThemeparkfarmPlots">>
<<run _plot.harvest()>>
<</link>>
<<else>>
\<<set
_msRemain = _plot.due - $clock.toMilliseconds(),
_days = Math.trunc(_msRemain / setup.DayMS),
_hours = Math.trunc((_msRemain % setup.DayMS) / setup.HourMS)
>>
\This plot is being used to grow ''<<= _plot.crop.name>>''.
From the plant's appearance, you calculate that there are still ''
\<<if _days > 0>>
\<<= _days>> days
\<<elseif _hours > 0>>
\<<= _hours>> hours
\<<else>>
\some minutes
\<</if>>'' to go before it's ready for harvesting.
<</if>>\
<</if>>\
<<link "Return" "Themepark Farm">>
<<unset $pi>>
<</link>><<initialisation>>\
<<set _here.name to "Suburbia", _here.region to "Suburbia">>
<</initialisation>>\
<<description>>\
<<if $clock.isMorning>>\
<span class="pic">[img[images/backgrounds/SuburbiaMorning.png]]</span>
<<elseif $clock.isAfternoon>>\
<span class="pic">[img[images/backgrounds/SuburbiaNoon.png]]</span>
<<elseif $clock.isEvening>>\
<span class="pic">[img[images/backgrounds/SuburbiaTwilight.png]]</span>
<<elseif $clock.isNight>>\
<span class="pic">[img[images/backgrounds/SuburbiaNight.png]]</span>
<<else>>\
You shouldn't be seeing this message please send a bug report to the developer with the time of day attached.
<</if>>\
\
<<if $clock.hour lte 8>>\
Suburbia, cookie cutter houses all in neat little rows, immaculately trimmed hedges and white picket fences, . . . or at least that's what it once was.
At this time of morning, when spouses should be saying goodbye to their loved ones as they rush off to work, or pushing lawnmowers over their private strips of lawn, or even drag overfilled garbage cans to the curb, instead you find overgrown lawns, broken windows, cars or children's toys abandoned in the street, and the occasional zombie shambling about in search of it's next meal.
<<elseif $clock.hour lte 16>>\
Full daylight does suburbia no favors as the sunlight seems to emphasize the broken windows of once pristine houses. It highlights dark patches on sidewalks that were very likely the places people died. But most noticeable is the way the heat seems to amplify the stench of death that hangs in the air.
<<else>>\
Shifting shadows and the occasional distant moan of a zombie drifts through the air of suburbia. It may not seem so foreboding during the day, but the lack of light and the sickly sweet stench of rotting meat leaves little doubt that this place belongs to the dead now.
<</if>>\
<<if $player.infection gte 1>>\
<<includeevent setup.events.infectionProgression>>\
<</if>><<if (not $clock.isNight)>>\
/* Explore Option */\
<<link "Scavenge For Supplies.">><<gotoevent setup.events.suburbiaEvents>><</link>>
<<if not $akane.hasFlag("met") and not $akane.hasFlag("joined") and not $akane.hasFlag("leftSettlement")>>[[Investigate the gunshot nearby. (Akane)|Akane 1]]<</if>>\
<<if $akane.hasFlag("followPlayer") and $akane.relationship is 2>>[[Accompany Akane to her home. (Akane)|Akane 3]]
<</if>><<if $akane.relationship gte 4 and $CounterContainer.Armory is 0 and $player.hasFlag("meleeUpgrade1") and not $player.hasFlag("meleeUpgrade2")>>\
[[Investigate the Youth Center.|Armory Fetch Quest 1 Part Two]]
<</if>><<if $akane.relationship gte 4 and $CounterContainer.Armory is 1 and $player.hasFlag("rangedUpgrade1") and not $player.hasFlag("rangedUpgrade2") and $akane.hasFlag("followPlayer")>>\
[[Investigate the Police Station With Akane.|Armory Fetch Quest 2 Mid]]
<</if>><</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>><</description>><<set setup.events.suburbiaEvents = [
{
requires: 'true',
chance: 30,
link: "Attack"
},
{
requires: 'true',
chance: 50,
link: "Failed Scavenge"
},
{
requires: 'true',
chance: 100,
link: "Food Scavenge"
},
{
requires: 'true',
chance: 100,
link: "Basics Scavenge"
},
{
requires: 'true',
chance: 50,
link: "Equipment Events"
},
{
requires: '$PlayerSettlement is "suburbiaSettlement"',
chance: 20,
link: "Food Scavenge"
},
{
requires: '$PlayerSettlement is "suburbiaSettlement"',
chance: 40,
link: "Basics Scavenge"
},
{
requires: 'not $player.hasFlag("pregnancyKnown") and $player.isPregnant and $player.pregnancyWeek gte 2',
override: true,
link: "Pregnant 1"
}
]>><<initialisation>>\
<<set _here.name to "Theme Park", _here.region to "Theme Park">>
<</initialisation>>\
<<description>>\
<<if $clock.isMorning>>\
<span class="pic">[img[images/backgrounds/ThemeParkMorning.png]]</span>
<<elseif $clock.isAfternoon>>\
<span class="pic">[img[images/backgrounds/ThemeParkNoon.png]]</span>
<<elseif $clock.isEvening>>\
<span class="pic">[img[images/backgrounds/ThemeParkTwilight.png]]</span>
<<elseif $clock.isNight>>\
<span class="pic">[img[images/backgrounds/ThemeParkNight.png]]</span>
<<else>>\
You shouldn't be seeing this message please send a bug report to the developer with the time of day attached.
<</if>>\
Looking at the vast expanse of the theme park, you can see that throughout the whole park lay abandoned stands where common carnival games had once been set up.
Behind you, rests the theme parks torn apart ticketing booths and entry way.
To the north of you is the parks pavilion which houses an expansive, but long dried up multi tiered fountain, followed by a dining building, which is flanked by an arcade and souvenir shop.
And, to the east sits the water park, bumper cars and a live performance stage.
To the west lies a decrepit hot air balloon area, filled with deflated and torn hot air balloons and their baskets.
And, to the south lies the impressive outlines of roller coasters, and the ferry that once traversed the lake to take people to the park's hotel, ferris wheel, and carousel.
Finally, surrounding the whole theme park is an old and rickety wooden wall, which has since been ridden with various sized holes by the passage of time.
With a wide variety of places to loot, it is easy to tell that the theme park is a good choice for a diverse range of needed resources.
The shuffling of feet on the pavement and the occasional grunt remind you that just as you were able to enter the theme park through the broken down entry way, many zombies were as well.
You also find it plausible that anyone who might have been guests of the park at the start of the apocalypse that may very well still reside inside.
Not to mention you are pretty sure in the distance, you can see a lone wandering zombie shuffle through one of the vulnerabilities in the wall.
<<talk "thought">>I definitely need to be on my guard. Danger lurks everywhere here.<</talk>>\
With the <<if $clock.isMorning>>murky gray sky of the morning<<elseif $clock.isAfternoon>>hot rays of the afternoon sun<<elseif $clock.isEvening>>cool, darkening evening sky<<elseif $clock.isNight>>all encompassing, dark sky<</if>> at your back you steel yourself for whatever danger might end up coming next.
<<if $player.infection gte 1>>\
<<includeevent setup.events.infectionProgression>>\
<</if>><<if (not $clock.isNight)>>\
/* Explore Option */\
<<if not $player.hasFlag("katySilhouette") and $clock.isEvening>>\
[[A flash of light catches your attention. (Katy)|Katy 1]]
<<elseif not $player.hasFlag("katySilhouette") and not $clock.isEvening>>\
<span class = "inactive"><<link "[Evening] A flash of light catches your attention. (Katy)">><</link>></span>
<</if>><<if $katy.isPregnant and $katy.hasFlag("announced") and not $player.hasFlag("visitKaty")>>\
[[Let Katy know you plan to be involved with her and the baby.|Katy Pregnant 2]]
<</if>><<if $katy.isPregnant and $katy.hasFlag("announced") and $player.hasFlag("visitKaty")>>\
[[Check in on Katy and the baby.|Katy Visit]]
<<elseif $player.hasFlag("visitKaty") and $kids.some(function (k) { return k.motherId === $katy.id && k.fatherId === $player.id && k.ageReal <= 2; }).length gte 1>>
[[Visit Katy.|Katy Visit 2]]
<</if>><<link "Scavenge For Supplies.">><<gotoevent setup.events.parkEvents>><</link>>
<</if>><<link "Return Home.">><<gotoevent setup.events.returnHome>><</link>>
<</description>>\<<set setup.events.parkEvents = [
{
requires: 'true',
chance: 50,
link: "Attack"
},
{
requires: 'true',
chance: 50,
link: "Failed Scavenge"
},
{
requires: 'true',
chance: 100,
link: "Food Scavenge"
},
{
requires: 'true',
chance: 100,
link: "Basics Scavenge"
},
{
requires: '$PlayerSettlement is "themeParkSettlement"',
chance: 20,
link: "Food Scavenge"
},
{
requires: '$PlayerSettlement is "themeParkSettlement"',
chance: 40,
link: "Basics Scavenge"
}
]>>/* Name. */
<<set _npc.firstName to "Akane">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "Lynn">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.birthday to new Date(1943, 3, 2).getTime()>> /* Date([year], [month], [day]) Note: Year is calculated from the game epoch 1975: i.e. 1975-21 = 1954, Months are labeled from Jan=0 to Dec=11*/
<<set _npc.eyeColor to setup.Character.EyeColor.Brown>> /* (enum) Blue, Brown, Green, Grey, Hazel, LightBlue */
<<set _npc.gender to setup.Character.Gender.Female>> /* (enum) Male, Female, Herm */
<<set _npc.hairColor to setup.Character.HairColor.Black>> /* (enum) Black, Blond, Brown, Dishwater, Red, White */
<<set _npc.headHairStyle to setup.Character.HairStyle.None>> /* (enum) See Character README for full list. */
<<set _npc.nails to "short, unpainted">> /* (string) */
<<set _npc.pubicHairStyle to "bushy">> /* (string) */
<<set _npc.vagina to setup.Character.Vagina.Normal>> /* (enum) None, VeryTight, Tight, Normal, Loose, VeryLoose */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–10; default: 0). */
<<set _npc.relationship to 0>> /* (integer) */
/* Skills (range: 0–3; default: 0). */
<<set _npc.combat to 2>> /* (integer) */
<<set _npc.charisma to 1>> /* (integer) */
<<set _npc.medical to 1>> /* (integer) */
/* Sex Stats. (range: 0–Infinity; default: 0). */
/* (defaults) */
/* Location. */
<<set _npc.location to "NoWhere">> /* (string) */
/* Miscellaneous. */
<<set _npc.callsPlayer to $player.firstName>> /* (string) */
/* Flags. */
/* Equipped. */
/* Inventory. */
<<set _npc.inventoryId to 'akane'>> /* (string) */
/* Status effects. */
/* TODO: */
/* Action. */
/* TODO: */
/* Pregnancy. */
<<set _npc.fertility to 100>> /* (integer) */
<<set _npc.contraception to false>> /* (boolean) */This will allow you to move Akane to your current location, viewing her stats, choosing her wardrobe, etc.This will be Akane's active menu for when she is present. Will include dialogue, stats, etc.<hr>
Akane arrives.<<includeevent setup.events.akaneChildBirth>><<set setup.events.akaneChildBirth = [
{
requires: '(setup.locations[$location].region is "Farm Settlement" or setup.locations[$location].region is "Theme Park Settlement" or setup.locations[$location].region is "Suburbia Settlement")',
chance: 100,
link: "Akane Birthing 1"
},
{
requires: '(setup.locations[$location].region isnot "Farm Settlement" and setup.locations[$location].region isnot "Theme Park Settlement" and setup.locations[$location].region isnot "Suburbia Settlement")',
chance: 100,
link: "Akane Birthing 2"
}
]>><<set _child to $akane.pregnancyFinalize(1).first()>><<run $akane.deleteFlag("announced")>><<talk "akane">><<print $player.firstName>>! It's time!<</talk>>\
Akane's voice cuts through everything with a sense of urgency that causes your head to whip around hard enough to give yourself whiplash.
There's fear in her eyes and you nearly open your mouth to ask what's wrong when you see both of her hands on her belly protectively.
Your own eyes widen as you realize she's in labor, that the baby is coming //now//.
<<talk "player">>What do we need?<</talk>>\
Akane closes her eyes, clearing her thoughts before replying. When she opens her mouth to speak, she looks much more in control.
<<talk "akane">>Hot water to clean with when I'm done. I've had everything else we need ready for weeks.<</talk>>\
The next couple hours are a blur, scrambling to tend to anything Akane needs, waiting for what feels like an eternity, then the screaming, feeling like you're going to be sick when you see the baby crown, then wrapping the baby in a white towel that you know will never come fully clean again.
<<talk "player">>It's a <<switch _child.gender>><<case setup.Character.Gender.Male>>boy<<case setup.Character.Gender.Female>>girl<<case setup.Character.Gender.Herm>>hermaphrodite<</switch>>.<</talk>>\
Akane's grunts and screams are replaced by a little whine, a whine that becomes a cry, and that cry muffles into the sound of the baby feeding as you hand your newborn child to her, and she brings _child.him to her breast to feed.
You sit back, thinking about the baby's cry, feeling your own eyes brim with tears that don't quite fall as you think of this one small voice, crying defiance at the world that would dare bring _child.him into it, a world of fear and death somehow feeling like there's a real hope for a future.
Meeting Akane's eyes, you can almost see the same thoughts running through her mind as well.
As if you had both planned it from the start, your eyes turn to this new life she holds in perfect unison.
<<talk "akane">>I never knew I could love someone so much that I'd just met. You will be loved, and we'll do everything we can to ensure you have a bright future.<</talk>>\
Akane turns her eyes to you, looking tired but happy.
Kneeling down at her side, you put your arms around both of them in a gentle hug.
<<talk "akane">>What should we name _child.him?<</talk>>\
<<switch _child.gender>><<case setup.Character.Gender.Male>><<set _tempname = $babynamesboy[Math.floor(Math.random()*$babynamesboy.length)]>>\
<<case setup.Character.Gender.Female>><<set _tempname = $babynamesgirl[Math.floor(Math.random()*$babynamesgirl.length)]>>\
<<case setup.Character.Gender.Herm>><<set _tempname = $babynamesgirl[Math.floor(Math.random()*$babynamesgirl.length)]>>\
<</switch>>\
!!Name baby:
|!First: |<<textbox "_child.firstName" _tempname>> |
|!Middle: |<<textbox "_child.middleName" _child.middleName>> |
|!Last: |<<textbox "_child.lastName" _child.lastName>> |
|!Nick: |<<textbox "_child.nickName" _child.nickName>> |
She nods, silently approving of the name you have chosen.
<<talk "player">>I'm going to clean everything up a bit, let me know if you need anything.<</talk>>\
You barely start to sit up before Akane reaches out and grabs a fist full of your shirt. She pulls you back down with ease, kisses you firmly on the lips, then finally lets you go.
<<returnfromevent "End.">>
<<set $akane.births += 1>><<set _child to $akane.pregnancyFinalize(1).first()>><<run $akane.deleteFlag("announced")>>Hearing the sound of a baby crying the moment you get back to camp, you find yourself running toward the sound. A minute later, you burst into Akane's room to find her laying in bed, looking tired and just a hint pale, but smiling happily as she looks down at the baby in her arms.
Slowly, she looks up at you, her smile growing just a little as she sees you.
<<talk "akane">>You missed the delivery.<</talk>>\
She tries to say it in a stern tone, but her smile completely ruins the effect.
Pulling the small blanket to the side, she shows you the baby.
<<talk "akane">>It's a <<switch _child.gender>><<case setup.Character.Gender.Male>>boy<<case setup.Character.Gender.Female>>girl<<case setup.Character.Gender.Herm>>hermaphrodite<</switch>>.<</talk>>\
Slipping up beside them, you put your arms around both, careful not to squish your new _child.son.
For a long time the three of you remain like that before finally letting go.
<<talk "akane">>What should we name _child.him?<</talk>>\
<<switch _child.gender>><<case setup.Character.Gender.Male>><<set _tempname = $babynamesboy[Math.floor(Math.random()*$babynamesboy.length)]>>\
<<case setup.Character.Gender.Female>><<set _tempname = $babynamesgirl[Math.floor(Math.random()*$babynamesgirl.length)]>>\
<<case setup.Character.Gender.Herm>><<set _tempname = $babynamesgirl[Math.floor(Math.random()*$babynamesgirl.length)]>>\
<</switch>>\
!!Name baby:
|!First: |<<textbox "_child.firstName" _tempname>> |
|!Middle: |<<textbox "_child.middleName" _child.middleName>> |
|!Last: |<<textbox "_child.lastName" _child.lastName>> |
|!Nick: |<<textbox "_child.nickName" _child.nickName>> |
She nods, silently approving of the name you have chosen.
<<talk "player">>I need to get cleaned up after my trip. I'll check in later.<</talk>>\
You barely start to sit up before Akane reaches out and grabs a fist full of your shirt. She pulls you back down with ease, kisses you firmly on the lips, then finally lets you go.
<<set $location to $PlayerSettlement>><<returnfromevent "End.">>
<<set $akane.births += 1>>\<<set _children to _npc.pregnancyFinalize()>><<run _npc.deleteFlag("announced")>>\
<<for _i, _child range _children>><<capture _i, _child>>\
<<if _npc is $player>>You give<<else>><<print _npc.firstName>> gives<</if>> birth<<if _i gt 0>> again<</if>> to a bouncing baby \
<<switch _child.gender>>\
<<case setup.Character.Gender.Male>>boy\
<<set _tempname = $babynamesboy[Math.floor(Math.random()*$babynamesboy.length)]>>\
<<case setup.Character.Gender.Female>>girl\
<<set _tempname = $babynamesgirl[Math.floor(Math.random()*$babynamesgirl.length)]>>\
<<case setup.Character.Gender.Herm>>hermaphrodite\
<<set _tempname = $babynamesgirl[Math.floor(Math.random()*$babynamesgirl.length)]>>\
<</switch>>.\
!!Name baby <<print _i + 1>>:
|!First: |<<textbox "_child.firstName" _tempname>> |
|!Middle: |<<textbox "_child.middleName" _child.middleName>> |
|!Last: |<<textbox "_child.lastName" _child.lastName>> |
|!Nick: |<<textbox "_child.nickName" _child.nickName>> |
<</capture>><</for>>\
<<returnfromevent>>/* Name. */
<<set _npc.firstName to "Cannibal">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Cannibal 2">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Cannibal">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Cannibal 2">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Nurse">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Nurse 2">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Raider">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Raider 2">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Raider 3">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Raider 4">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Raider 5">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Reporter">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Slaver">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Slaver 2">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Slaver 3">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Slaver 4">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Slaver 5">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Stranger">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Stranger 2">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Stranger 3">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Survivor">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Survivor 2">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Survivor 3">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Survivor 4">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Survivor 5">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Zombie">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Female Zombie 2">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Man">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Nurse">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Nurse 2">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Raider">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Raider 2">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Raider 3">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Raider 4">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Raider 5">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Reporter">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Slaver">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Slaver 2">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Slaver 3">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Slaver 4">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Slaver 5">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Stranger">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Stranger 2">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Stranger 3">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Survivor">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Survivor 2">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Survivor 3">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Survivor 4">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Survivor 5">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Woman">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* Skills (range: 0–3; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Zombie">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Zombie 2">> /* (string) */
<<set _npc.middleName to "">> /* (string) */
<<set _npc.lastName to "">> /* (string) */
<<set _npc.nickName to "">> /* (string) */
<<set _npc.namePrefix to "Mr.">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (unbounded, effective: 0–1000; default: 0). */
/* Skills (range: 0–100; default: 0). */
/* Location. */
/* (default) *//* Name. */
<<set _npc.firstName to "Katy">> /* (string) */
<<set _npc.middleName to "Renee">> /* (string) */
<<set _npc.lastName to "Richards">> /* (string) */
<<set _npc.nickName to "Katy">> /* (string) */
<<set _npc.namePrefix to "Miss">> /* (string) */
<<set _npc.nameSuffix to "">> /* (string) */
/* Physical details. */
<<set _npc.birthday to new Date(1955, 11, 25).getTime()>> /* Date([year], [month], [day]) Note: Year is calculated from the game epoch 1975: i.e. 1975-21 = 1954, Months are labeled from Jan=0 to Dec=11*/
<<set _npc.eyeColor to setup.Character.EyeColor.Green>> /* (enum) Blue, Brown, Green, Grey, Hazel, LightBlue */
<<set _npc.gender to setup.Character.Gender.Female>> /* (enum) Male, Female, Herm */
<<set _npc.hairColor to setup.Character.HairColor.Brown>> /* (enum) Black, Blond, Brown, Dishwater, Red, White */
<<set _npc.headHairDye to "purple">> /* (string) */
<<set _npc.headHairStyle to setup.Character.HairStyle.None>> /* (enum) See Character README for full list. */
<<set _npc.nails to "short, chipped purple">> /* (string) */
<<set _npc.pubicHairStyle to "trimmed">> /* (string) */
<<set _npc.vagina to setup.Character.Vagina.Tight>> /* (enum) None, VeryTight, Tight, Normal, Loose, VeryLoose */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–10; default: 0). */
<<set _npc.relationship to 0>> /* (integer) */
/* Skills (range: 0–3; default: 0). */
<<set _npc.animals to 2>> /* (integer) */
<<set _npc.charisma to 1>> /* (integer) */
<<set _npc.intelligence to 1>> /* (integer) */
/* Sex Stats. (range: 0–Infinity; default: 0). */
/* (defaults) */
/* Location. */
<<set _npc.location to "NoWhere">> /* (string) */
/* Miscellaneous. */
<<set _npc.callsPlayer to $player.firstName>> /* (string) */
/* Flags. */
/* Equipped. */
/* Inventory. */
<<set _npc.inventoryId to 'katy'>> /* (string) */
/* Status effects. */
/* TODO: */
/* Action. */
/* TODO: */
/* Pregnancy. */
<<set _npc.fertility to 100>> /* (integer) */
<<set _npc.contraception to false>> /* (boolean) */This will allow you to move Katy to your current location, viewing her stats, choosing her wardrobe, etc.This will be Katy's active menu for when she is present. Will include dialogue, stats, etc.<hr>
Katy arrives.<<includeevent setup.events.katyChildBirth>><<set setup.events.katyChildBirth = [
{
requires: '$katy.births is 0',
override: true,
link: "Katy Birthing 1"
},
{
requires: 'true',
chance: 100,
link: "Basic Childbirth"
},
]>><<set _child to $katy.pregnancyFinalize(1).first()>><<run $katy.deleteFlag("announced")>>\
\
A loud boom rings out. Instinctually, you whip your head towards the sound, surprised to find that it is coming from the direction of your settlement.
In an instant, it is clear to see where the loud noise originated from. High in the air, arcs a firework, in the midst of setting off above your base.
The firework explodes into beautiful streaks of red as your mind reels and you race towards your settlement to investigate the unexpected disturbance.
<<talk "thought">>What is this? A raider attack or something? It is certainly going to attract some zombies. And anything else that might wish me harm within a close radius.<</talk>>\
You find yourself at full alert as you arrive at your settlement, your eyes scanning it frantically.
<<talk "thought">>Just my luck these days.<</talk>>\
You find yourself cursing under your breath as the adrenaline in your veins threatens to overtake you.
Your eyes widen when you spot a heavily pregnant Katy standing before you, a lopsided smirk on her face as she holds an expended fireworks carton.
<<talk "katy">>Heya.<</talk>>\
She grins, clearly happy to see you, but it is gone as soon as it came. The purple haired girl, breath catches as her brows knit together in pain.
<<talk "katy">>I'm sorry for the theatrics.<</talk>>\
The woman manages to verbalize through the pain.
<<talk "katy">>I think it's time, the baby isn't willing to wait anymore. I wanted you here, I don't know if I can endure it by myself.<</talk>>\
Stepping forward, she grabs your hand, and gives it a loving squeeze. As soon as she squeezes it, she is hit by a contraction, crushing your hand in a death like grip.
<<talk "player">>Just breathe, you got this.<</talk>>\
Wrenching your hand free, you help her to sit.
Helping her out of her pants, you are surprised to see a tuft of soft baby hair sticking out between her pussy lips.
<<talk "player">>How long have you been having contractions for? The baby is crowning already.<</talk>>\
Grasping your hand tight once more, she squeezes it with all her strength as she involuntarily holds her breath, pushing.
<<talk "katy">>I- I don't know. I wasn't sure if it was the real thing or not. I didn't want to bother anybody.<</talk>>\
A cry of agony rings out as she is hit by another contraction and the baby's head advances, now fully out in the open.
<<talk "player">>Just a bit further, now the worst part you have is the shoulders.<</talk>>\
Katy gives a tired, weary nod as she waits for the next contraction to hit, and with gritted teeth and a slightly forced, reassuring smile, instinctually pushes.
It isn't long before you are holding a messy, squirming child.
<<talk "player">>It's a beautiful baby <<= _child.boy>><</talk>>\
Katy gives a weary smile and you find yourself looking in awe at your new infant.
<<talk "player">><<= _child.He>> must be at least 7 pounds. Our baby is perfect.<</talk>>\
Even in her tired state, Katy mirrors your assessment.
<<talk "katy">>A tiny little alien raisin. A beacon of hope for a bright future in the zombie apocalypse.<</talk>>\
She laughs, but you can tell for her facial expression that her bodily soreness made her quickly regret it.
<<talk "katy">>What should we name _child.him?<</talk>>\
<<switch _child.gender>><<case setup.Character.Gender.Male>><<set _tempname = $babynamesboy[Math.floor(Math.random()*$babynamesboy.length)]>>\
<<case setup.Character.Gender.Female>><<set _tempname = $babynamesgirl[Math.floor(Math.random()*$babynamesgirl.length)]>>\
<<case setup.Character.Gender.Herm>><<set _tempname = $babynamesgirl[Math.floor(Math.random()*$babynamesgirl.length)]>>\
<</switch>>\
!!Name baby:
|!First: |<<textbox "_child.firstName" _tempname>> |
|!Middle: |<<textbox "_child.middleName" _child.middleName>> |
|!Last: |<<textbox "_child.lastName" _child.lastName>> |
|!Nick: |<<textbox "_child.nickName" _child.nickName>> |
<<talk "katy">>_child.firstName is perfect. _child.He is perfect.<</talk>>\
Handing your new baby to Katy, you smile before allowing mother and child to get some skin on skin alone time.
<<talk "thought">>I'll check up on the two of them later, I'm sure she won't mind if I come to the theme park to visit.<</talk>>\
You spare one last glance in their direction and find Katy staring in awe at your new infant.
<<returnfromevent "End.">>
<<set $katy.births += 1>>\<<if $location isnot setup.NoWhere and $Intro is "Played">>
[[View Inventory|Player Inventory View]]
<<if (setup.locations[$location].region is "Farm Settlement" or setup.locations[$location].region is "Theme Park Settlement" or setup.locations[$location].region is "Suburbia Settlement")>><div id="npc-tabs"><<include "NPCTabs">></div><hr/>
<</if>><div id="npc-content"><<include $NPCSideCurrent>></div><hr/>
<</if>>
<<if $location isnot setup.NoWhere and (setup.locations[$location].region is "Farm Settlement" or setup.locations[$location].region is "Theme Park Settlement" or setup.locations[$location].region is "Suburbia Settlement")>>
[[Settlement]]
<</if>><<if $akane.hasFlag("joined")>>\
<<link "Akane">>
<<set $NPCSideCurrent = "Akane">>
<<replace "#npc-content">><<include "Akane">><</replace>>
<</link>>
<</if>><<if (($kids.filter(function (child) { return child.fatherId === $player.id; }).length gt 0) or ($kids.filter(function (child) { return child.motherId === $player.id; }).length gt 0))>>\
<<link "Children">>
<<set $NPCSideCurrent = "NPC-Children">>
<<replace "#npc-content">><<include "NPC-Children">><</replace>>
<</link>>
<</if>>\<<if $location isnot setup.NoWhere and (setup.locations[$location].region is "Farm Settlement" or setup.locations[$location].region is "Theme Park Settlement" or setup.locations[$location].region is "Suburbia Settlement") and $akane.hasFlag("joined")>>\
<<link "Talk with Akane">><<gotoevent setup.events.akaneTalk>><</link>>
<<if $akane.relationship gte 6>>\
[[Ask Akane To Train You|Akane Combat Training 1]]
<<if $akane.hasFlag("Romance")>>\
<<link "Initiate Sex">><<gotoevent setup.events.akaneSex>><</link>>
<<elseif $akane.hasFlag("Friendzone")>>\
<<link "Hang Out With Akane">><<gotoevent setup.events.akaneHangout>><</link>>
<</if>>\
<</if>>\
<</if>>[[Akane's Stats]]
[[Akane's Assignments]][[See Your Children|NPC_Main View Children]]<br>
[[Return to game.|$location]][[Return to game.|$location]]
<<if $player.gender is setup.Character.Gender.Male>>\
<<if $player.hasFlag("residentView")>><<set _mothers to setup.Util.getNpcs().filter(function (slave) { return slave.hasVagina && slave.hasFlag("joined"); })>><<else>><<set _mothers to setup.Util.getNpcs().filter(function (slave) { return slave.hasVagina; })>><</if>>\
<<for _i, _mother range _mothers>>\
<<capture _mother>>\
<<set _girlKids to $kids.filter(function (child) { return child.motherId === State.temporary.mother.id && child.fatherId === $player.id && child.gender === setup.Character.Gender.Female; })>>\
<<set _boyKids to $kids.filter(function (child) { return child.motherId === State.temporary.mother.id && child.fatherId === $player.id && child.gender === setup.Character.Gender.Male; })>>\
<<set _hermKids to $kids.filter(function (child) { return child.motherId === State.temporary.mother.id && child.fatherId === $player.id && child.gender === setup.Character.Gender.Herm; })>>\
<<if (_girlKids.length gt 0 or _boyKids.length gt 0 or _hermKids.length gt 0)>>\
<h1 style="margin: 0px">Children With <<print _mother.firstName>></h1>\
<<if _girlKids.length gt 0>><html><h2 style="margin: 0px">Girls</h2></html>\
<<for _j, _kid range _girlKids>>\
<<capture _kid>>\
<<link "About <<= _kid.fullName>>" "NPC_Main Child Stats">>
<<set $pi = _kid>>\
<</link>>
<</capture>>\
<</for>>\
<</if>><<if _boyKids.length gt 0>><html><h2 style="margin: 0px">Boys</h2></html>\
<<for _j, _kid range _boyKids>>\
<<capture _kid>>\
<<link "About <<= _kid.fullName>>" "NPC_Main Child Stats">>
<<set $pi = _kid>>\
<</link>>
<</capture>>\
<</for>>\
<</if>><<if _hermKids.length gt 0>><html><h2 style="margin: 0px">Herms</h2></html>\
<<for _j, _kid range _hermKids>>
<<capture _kid>>\
<<link "About <<= _kid.fullName>>" "NPC_Main Child Stats">>
<<set $pi = _kid>>\
<</link>>
<</capture>>\
<</for>>\
<</if>>\
<</if>>\
<</capture>>\
<</for>>\
<<link "Return to game.">><<goto $location>><<run $player.deleteFlag("residentView")>><</link>>\
<<else>>\
<<set _fathers to setup.Util.getNpcs().filter(function (slave) { return slave.hasPenis; })>>\
<<for _i, _father range _fathers>>\
<<capture _father>>\
<<set _girlKids to $kids.filter(function (child) { return child.fatherId === State.temporary.father.id && child.motherId === $player.id && child.gender === setup.Character.Gender.Female; })>>\
<<set _boyKids to $kids.filter(function (child) { return child.fatherId === State.temporary.father.id && child.motherId === $player.id && child.gender === setup.Character.Gender.Male; })>>\
<<set _hermKids to $kids.filter(function (child) { return child.fatherId === State.temporary.father.id && child.motherId === $player.id && child.gender === setup.Character.Gender.Herm; })>>\
<<if (_girlKids.length gt 0 or _boyKids.length gt 0 or _hermKids.length gt 0)>>\
<h1 style="margin: 0px">Children With <<print _father.firstName>></h1>\
<<if _girlKids.length gt 0>><html><h2 style="margin: 0px">Girls</h2></html>\
<<for _j, _kid range _girlKids>>\
<<capture _kid>>\
<<link "About <<= _kid.fullName>>" "NPC_Main Child Stats">>
<<set $pi = _kid>>\
<</link>>
<</capture>>\
<</for>>\
<</if>><<if _boyKids.length gt 0 and _girlKids.length gt 0>>\
<</if>><<if _boyKids.length gt 0>><html><h2 style="margin: 0px">Boys</h2></html>\
<<for _j, _kid range _boyKids>>\
<<capture _kid>>\
<<link "About <<= _kid.fullName>>" "NPC_Main Child Stats">>
<<set $pi = _kid>>\
<</link>>
<</capture>>\
<</for>>\
<</if>><<if _boyKids.length gt 0 and _hermKids.length gt 0>>\
<</if>><<if _hermKids.length gt 0>><html><h2 style="margin: 0px">Herms</h2></html>\
<<for _j, _kid range _hermKids>>
<<capture _kid>>\
<<link "About <<= _kid.fullName>>" "NPC_Main Child Stats">>
<<set $pi = _kid>>\
<</link>>
<</capture>>\
<</for>>\
<</if>>\
<</if>>\
<</capture>>\
<</for>>\
<<link "Return to game.">><<goto $location>><<run $player.deleteFlag("residentView")>><</link>>\
<</if>>\<<set _npc to $pi>>
<<unset $pi>>
!<<print _npc.firstNamePossessive>> Information
''Age:'' <<print _npc.agePretty>>
''Gender:'' <<print _npc.gender.toUpperFirst()>>
''Eye Color:'' <<= _npc.eyeColor.toUpperFirst()>>
''Hair Color:'' <<= _npc.hairColor.toUpperFirst()>>
''Mother:'' <<print _npc.motherId.toUpperFirst()>>
''Father:'' <<print _npc.fatherId.toUpperFirst()>>
[[Return to child selection|NPC_Main View Children]]
[[Return to game.|$location]]<div align="center"><span class="img">[img[images/banners/akaneBanner.png]]</span></div>\
<div align="center"><div class="stat banner">Basic Info</div></div>
<div class="row">\
<div class="column">\
<h2 style="margin: 0px">Character Info</h2>\
''Age:'' <<if $akane.hasFlag("ageKnown")>><<= $akane.ageReal.toFixed(0)>><<else>>Unknown<</if>>
''Birthday:'' Unknown
''Status:'' Alive</div>\
\
<div class="column">\
<h2 style="margin: 0px">Status Effects</h2>\
<<if $akane.isPregnant and $akane.hasFlag("announced")>>Pregnant
<<run _statusEffects += 1>><</if>><<if $akane.isCumFilledAnally>>Cum Filled Anally
<<run _statusEffects += 1>><</if>><<if $akane.isCumFilledOrally>>Cum Filled Orally
<<run _statusEffects += 1>><</if>><<if $akane.isCumFilledVaginally>>Cum Filled Vaginally
<<run _statusEffects += 1>><</if>><<if _statusEffects is 0>>No Current Status Effects<</if>>\
\
<h2 style="margin: 0px">Relations</h2>\
''Relationship'': <<= $akane.relationship>>
''Story Pathway'': <<if $akane.hasFlag("Romance")>>Romance<<elseif $akane.hasFlag("Friendzone")>>Friend<<else>>Primary<</if>></div></div>\
<div align="center"><div class="stat banner">Skills</div></div>
<div class="row">\
<div class="column2">\
''Animals:'' <<= $akane.animals>>
''Charisma:'' <<= $akane.charisma>>
''Combat:'' <<= $akane.combat>></div>\
\
<div class="column2">\
''Farming:'' <<= $akane.farming>>
''Intelligence:'' <<= $akane.intelligence>>
''Mechanical:'' <<= $akane.mechanical>></div>\
\
<div class="column2">\
''Medical:'' <<= $akane.medical>>
''Scavenging:'' <<= $akane.scavenging>>
''Science:'' <<= $akane.science>></div></div>\
<div align="center"><div class="stat banner">Other Info</div></div>
<div align="center">''Current Fertility:'' <<if $akane.fertility is 0>>Barren<<elseif $akane.contraception>>On Contraception<<elseif $akane.isPregnant>>Pregnant<<elseif $akane.isMenstruating>>Menstruating<<elseif $akane.isOvulating>>Ovulating<<else>>Fertile<</if>><<if $akane.isPregnant>>
Weeks Pregnant: <<print $akane.pregnancyWeek>><</if>></div>
<div align="center"><h2 style="margin: 0px">Sex Stats</h2>\
''Male Sexual Partners:'' <<= $akane.maleSexualPartners>>
''Female Sexual Partners:'' <<= $akane.femaleSexualPartners>>
''Other Sexual Partners:'' <<= $akane.otherSexualPartners>>
''Anal Sex Received:'' <<= $akane.analSexRecieved>>
''Anal Creampies Received:'' <<= $akane.analCreampiesRecieved>>
''Oral Sex Given:'' <<= $akane.oralSexGiven>>
''Oral Sex Received:'' <<= $akane.oralSexRecieved>>
''Oral Creampies Received:'' <<= $akane.oralCreampiesRecieved>>
''Vaginal Sex Received:'' <<= $akane.vaginalSexRecieved>>
''Vaginal Creampies Received:'' <<= $akane.vaginalCreampiesRecieved>>
''Pregnancies:'' <<= $akane.pregnancies>>
''Births:'' <<= $akane.births>></div>\
<div align="center">@@.slimlink;<<back>>@@</div><<set _npc to $akane>>\
<<include "Camp Follower Assignments">><<if _npc.hasFlag("companion")>>/* Follow MC */
''Following:'' <<if _npc.hasFlag("followPlayer")>><<= _npc.firstName>> is following you<<else>><<= _npc.firstName>> is not following you<</if>>
<<if _npc.hasFlag("followPlayer")>>
\[[Ask to stop following|passage()][_npc.deleteFlag("followPlayer")]]
\<<else>>
\[[Ask to follow|passage()][_npc.addFlag("followPlayer")]]
\<</if>>
<</if>>\
[[Back.|$location]]<div align="center"><div class="changelog version">Residents</div>
<<link "$player.firstName $player.lastName">><<goto "Your Stats">><</link>><<if setup.Util.getNpcs().filter(function (npc) { return npc.hasFlag("joined"); }).length gte 1>>
<<set _campFollowers to setup.Util.getNpcs().filter(function (npc) { return npc.hasFlag("joined"); })>>\
<<for _i, _campFollower range _campFollowers>>\
<<capture _campFollower>>\
<<set _followerLink to _campFollower.firstName + "'s Stats">>
<<link "<<= _campFollower.firstName>> <<= _campFollower.lastName>>">><<goto _followerLink>><</link>>
<</capture>>\
<</for>><</if>><<if (($kids.filter(function (child) { return child.fatherId === $player.id && child.motherId === $akane.id; }).length gt 0) or ($kids.filter(function (child) { return child.motherId === $player.id; }).length gt 0))>>\
<<link "Your Children">>
<<goto "NPC_Main View Children">>
<</link>>
<</if>>
<div class="changelog version">Settlement Inventory</div>
''Ammo:'' <<= $Settlement.armoryAmmo>>
''Armor:'' <<= $Settlement.armoryArmor>>
''Melee Weapons:'' <<= $Settlement.armoryMeleeWeapons>>
''Ranged Weapons:'' <<= $Settlement.armoryRangedWeapons>>
<div class="changelog version">Upgrades</div>\
<h3>Armory</h3>\
''Current Upgrade Level:'' <<= $CounterContainer.Armory>>
''Progress To Next Upgrade:'' <<if $CounterContainer.Armory is 0>><<= $Settlement.armoryMeleeWeapons>>/10 Melee Weapons Donated.<<elseif $CounterContainer.Armory is 1>><<= $Settlement.armoryRangedWeapons>>/10 Ranged Weapons Donated.<<elseif $CounterContainer.Armory is 2>><<= $Settlement.armoryArmor>>/10 Armor Donated.<<elseif $CounterContainer.Armory is 3>><<= $Settlement.armoryAmmo>>/100 Ammo Donated.<<else>>The armory is currently at its max level, but you can donate more resources for various potential further rewards (WIP).<</if>>
[[Back|$location]]</div>/*
NOTE: The player is obviously not an NPC. Setting them up as though they were,
however, both gets their object set up normally and allows them to be used easily
within the save upgrade code.
*/
/* Name. */
<<set _npc.firstName to "John">> /* (string) */
<<set _npc.lastName to "Doe">> /* (string) */
/* Physical details. */
<<set _npc.ageReal to 21>> /* (float) In years. */
<<set _npc.build to setup.Character.Build.Average>> /* (enum) Thin, Average, Thick */
<<set _npc.eyeColor to setup.Character.EyeColor.Brown>> /* (enum) Blue, Brown, Green, Grey, Hazel, LightBlue */
<<set _npc.gender to setup.Character.Gender.Male>> /* (enum) Male, Female, Herm */
<<set _npc.hairColor to setup.Character.HairColor.Brown>> /* (enum) Black, Blond, Brown, Dishwater, Red, White */
<<set _npc.headHairStyle to setup.Character.HairStyle.None>> /* (enum) See Character README for full list. */
<<set _npc.height to 69>> /* (float) In US Customary Inches. Can be reported in US Customary or Metric units. */
<<set _npc.nails to "short">> /* (string) */
<<set _npc.penis to setup.Character.Penis.Average>> /* (enum) None, VerySmall, Small, Average, Big, VeryBig */
<<set _npc.pubicHairStyle to "bush">> /* (string) */
<<set _npc.skinTone to setup.Character.SkinTone.Fair>> /* (enum) Pale, Fair, Tan, Olive, Brown */
/* Attributes (range: 0–100; default: 100). */
/* (defaults) */
/* Statistics (range: 0–5; default: 0). */
/* (defaults) */
/* Skills (range: 0–3; default: 0). */
/* (defaults) */
/* Sex Stats. (range: 0–Infinity; default: 0). */
/* (defaults) */
/* Location. */
/* (defaults) */
/* Miscellaneous. */
/* (defaults) */
/* Flags. */
/* (defaults) */
/* Equipped. */
<<set _npc.bodySlotHead to "nothing">>
<<set _npc.bodySlotTorso to "nothing">>
<<set _npc.bodySlotHands to "nothing">>
<<set _npc.bodySlotWeapon to "nothing">>
<<set _npc.bodySlotLegs to "nothing">>
<<set _npc.bodySlotFeet to "nothing">>
/* Inventory. */
<<set _npc.inventoryId to 'player'>>
/* Status effects. */
/* TODO: */
/* Action. */
/* TODO: */
/* Pregnancy. */
<<set _npc.virility to 100>> /* (integer) */<<set _npc to $player>>\
<<include "Female MC Birth 1">><<set _inventoryView to $player.inventoryId>>
<<run setup.Containers.get(_inventoryView)>>
<<include "Single Inventory View">><<back>>
We want to thank all the people who have been such a help and inspiration to us as we've worked on this, and other projects.
Thank you to all our fans. Without you, We'd quickly lose all motivation and will to work on this kind of project.
Thank you to our very talented artists for making the visuals you see in the game possible. You can find their galleries in the following links.
Current Artists:
* DarklyWhite https://www.deviantart.com/darklywhite
Thank you to everyone who has reported bugs. Every bug report helps polish the game into something special for all of us to enjoy.
Thank you to all our patrons who have been so unbelievably generous in your support. Since release A1, the following people have pledged at the $10 level:
* Killian Merphy
* Likeri24
* TheDevilYouKnow
Thank you to all our patrons who have made generous pledges to help support us. Since release A1, the following people have pledged at the $5 level:
* 서용 안
* 글박
* Adam Johnston
* Aeonian Argos
* Alduin953
* Aurix03
* avw94
* Ben Jones
* CptBlitz
* Christina Ritmann
* Crusher56
* Daniel Tataru
* ddkake
* Dragon Dragon
* DemonFish
* George
* Gman
* HaVok
* Hedge Hog
* IsaacElric
* Jack Pierce
* Janae
* Joshua Teague
* Lolroflcake
* Mel Doe
* mrt13921
* Oli schöne
* pookyrawr
* Ragnaroketh
* redridingwolf99
* RileyOllam
* Sadtawas Kudchapant
* School work
* Shark_Hunter
* Sieg Warheidt
* Styks
* Sutris
* TheAlphaGamez
* Tom Möller
* Unknown Player
* Valmar521
* VasicekCZ
* Willayfiddle
* YureiNotYuri
* Zhedd
Thank you to all our patrons who have made generous pledges to help support us. Since release A1, the following people have pledged at the $2 level:
* Adam Bottomley
* BeneXis
* Ben Wolters
* Bob
* Caio Henrique
* Heiko Thüßing
* Jiro02Henshin
* Jobella
* Random Admech
* saltyfish
* Scott Hardy
* The Confusled
* Uncle Spikey
* Vin Brea
And while every one of the people mentioned above has played a part in making all of this possible in their own ways, I also have to take a moment to thank everyone who has ever taken the time to play this game, Patron or not, because it's the fact that you enjoy playing this creation that makes me and the rest of our team want to get up each day and work on this whenever we are able. The fact that there is so much love for this game //inspires// us.
<<back>><<script>>
var sv = State.variables;
var bday = sv.clock.toMilliseconds() - setup.Util.msFromYear(1) - setup.Util.msFromHour(6);
/*******************************************************************************
Potential Kennel Occupants.
*******************************************************************************/
/*******************************************************************************
Potential Stable Occupants.
*******************************************************************************/
<</script>>/* setup.Clock.create( month(1-based) , day , hour(24H) , minute ) */
<<set $clock to setup.Clock.create(3, 25, 9, 44)>> /* i.e., Tue Mar 25 09:44 AM */
<<set $lastAction to $clock.toMilliseconds()>>/*
<<date>>
Prints the current date (`{weekday}, {month} {day}`).
*/
<<widget "date">><<print $clock.date>><</widget>>
/*
<<time>>
Prints the current time (`{hh}:{mm} {PM|AM}`).
*/
<<widget "time">><<print $clock.time>><</widget>>
/*
<<timebracket>>
Prints the current time bracket (`{Morning},{Afternoon},{Evening},{Night}`).
*/
<<widget "timebracket">><<print $clock.timebracket>><</widget>>
/*
/*
<<datetime>>
Prints the current date and time (`{weekday}, {month} {day} {hh}:{mm} {PM|AM}`).
*/
<<widget "datetime">><<print $clock.datetime>><</widget>>
/*
<<year>>
Prints the current year (`Year {year}`).
NOTE: Game years are relative to the starting year (year epoch)
plus one, so the first game year is `1`.
*/
<<widget "year">>Year <<print $clock.year>><</widget>>
/*
<<refreshDate>>
Outputs the current date, time, and year to the associated area within
`StoryCaption` (see: `<<date>>`, `<<time>>`, & `<<year>>`).
Automatically invoked upon passage navigation. It should be manually
invoked in situations where passage navigation will not occur, but
time has passed and we want the display updated.
*/
<<widget "refreshDate">>
\<<replace "#date-display">><<date>><br><<timebracket>><br><<year>><</replace>>
\<</widget>>/*
NOTE (tme): Commenting this out since it's unused.
<<set window.event = {
sleep : 0,
wait : 1,
shower : 2
}>>
*/<div id="noevent">\
<div class="error">Error: no event was available<<if setup.events._error>> (<<= setup.events._error>>)<</if>></div>\
<div class="details">You should not be seeing this, so please inform the developers. Include as much information as you can about what you were doing when you received this message.</div>\
</div>/* Gallery. */
<<set $akaneGallery to 0>>
<<set $katyGallery to 0>>
<<set $gallerySettlement to "None">>
<<set $galleryWeapon to "None">>
<<set $galleryBulletSetting to 99>>
<<set $galleryCombat to 0>>
/* Player stats. */
<<set $PlayerSettlement to "">>
/* Enemy Kills. */
<<set $CommonRaiderKill to 0>>
<<set $CommonZombieKill to 0>>
/* Settlement Storage. */
<<set $Settlement = {
armoryMeleeWeapons: 0,
armoryRangedWeapons: 0,
armoryAmmo: 0,
armoryArmor: 0,
};>>
/* Farming. */
<<set $seed to "Farmlandseeds">>
/* Miscellaneous. */
<<set $Intro to "Not Played">>
<<set $PlayerPoints to 2>>
/* Locations. */
/* General NPC. */
<<set $travelingCompanion to "None">>
/* Relationship Between NPCs Variables. */
<<set $akaneKaty to 0>>
/* Katy Story Variables */
<<set $katyQuestions to 0>>
/* Setup baby names */
<<set $babynamesgirl to ["Emma", "Olivia", "Ava", "Isabella", "Sophia", "Charlotte", "Mia", "Amelia", "Harper", "Evelyn", "Abigail",
"Emily", "Elizabeth", "Mila", "Ella", "Avery", "Sofia", "Camila", "Aria", "Scarlett", "Victoria", "Madison", "Luna", "Grace", "Chloe",
"Penelope", "Layla", "Riley", "Zoey", "Nora", "Lily", "Eleanor", "Hannah", "Lillian", "Addison", "Aubrey", "Ellie", "Stella", "Natalie",
"Zoe", "Leah", "Hazel", "Violet", "Aurora", "Savannah", "Audrey", "Brooklyn", "Bella", "Claire", "Skylar", "Lucy", "Paisley", "Everly",
"Anna", "Caroline", "Nova", "Genesis", "Emilia", "Kennedy", "Samantha", "Maya", "Willow", "Kinsley", "Naomi", "Aaliyah", "Elena", "Sarah",
"Ariana", "Allison", "Gabriella", "Alice", "Madelyn", "Cora", "Ruby", "Eva", "Serenity", "Autumn", "Adeline", "Hailey", "Gianna",
"Valentina", "Isla", "Eliana", "Quinn", "Nevaeh", "Ivy", "Sadie", "Piper", "Lydia", "Alexa", "Josephine", "Emery", "Julia", "Delilah",
"Arianna", "Vivian", "Kaylee", "Sophie", "Brielle", "Madeline"
]>>
<<set $babynamesboy to ["Liam", "Noah", "William", "James", "Oliver", "Benjamin", "Elijah", "Lucas", "Mason", "Logan", "Alexander",
"Ethan", "Jacob", "Michael", "Daniel", "Henry", "Jackson", "Sebastian", "Aiden", "Matthew", "Samuel", "David", "Joseph", "Carter",
"Owen", "Wyatt", "John", "Jack", "Luke", "Jayden", "Dylan", "Grayson", "Levi", "Issac", "Gabriel", "Julian", "Mateo", "Anthony", "Jaxon",
"Lincoln", "Joshua", "Christopher", "Andrew", "Theodore", "Caleb", "Ryan", "Asher", "Nathan", "Thomas", "Leo", "Isaiah", "Charles",
"Josiah", "Hudson", "Christian", "Hunter", "Connor", "Eli", "Ezra", "Aaron", "Landon", "Adrian", "Jonathan", "Nolan", "Jeremiah",
"Easton", "Elias", "Colton", "Cameron", "Carson", "Robert", "Angel", "Maverick", "Nicholas", "Dominic", "Jaxson", "Greyson", "Adam",
"Ian", "Austin", "Santiago", "Jordan", "Cooper", "Brayden", "Roman", "Evan", "Ezekiel", "Xavier", "Jose", "Jace", "Jameson", "Leonardo",
"Bryson", "Axel", "Everett", "Parker", "Kayden", "Miles", "Sawyer", "Jason"
]>>
/* Pets. */
/* Stables. */
/* Kennels. */
/* Initialize the game clock. */
<<include "ClockInit">>
/* Initialize the weather. */
<<include "WeatherInit">>
/* Set up identifiers. */
<<include "SystemInit">>
<<include "EventsID">>
<<include "ClothingID">>
/* Set up data. */
<<eventinit>>
<<include "ClothingInit">>
/* Set up locations. */
<<locationinit>>
/* Set up known items. */
<<iteminit>>
/* Set up location containers */
/* Upgrades and Remodeling */
<<set $CounterContainer = {
Armory: 0,
};>>
/* Initialize the Animals. */
<<include "AnimalsInit">>
/*
Set up all characters (PC & NPCs) and pets (not livestock).
WARNING: This should be done second to last!
*/
<<npcinit>>
/*
Initialize `Character` and `Creature` sub-systems. This is mostly for
temporal handling.
WARNING: This should be done last!
*/
<<run setup.Character.init()>>
<<run setup.Creature.init()>><div class="flex-container">
/*Left*/
<div class="flex-child magenta">
<<if $containers[_inventoryViewLeft].getItemIDs().length lte 0>> This inventory is empty<</if>>
<<for _id range $containers[_inventoryViewLeft].getItemIDs()>>
<<capture _id, _inventoryReturn>>\
<div class="talk-box male">\
<span class="talk-portrait">\
<<if setup.Items.get(_id).hasOwnProperty('imagePath')>>[img[setup.Items.get(_id).imagePath]]<</if>>\
''<<= setup.Items.get(_id).name>>''
<<= setup.Items.get(_id).description>>
<<if setup.Items.get(_id).tags.includes("stock")>>\
<<if $Money >= setup.Items.get(_id).price>>\
<<link "Purchase" _inventoryReturn>><<set $Money -= setup.Items.get(_id).price>><<run setup.Containers.move(_id, _inventoryViewLeft, _inventoryViewRight)>><<run delete setup.Items.get(_id).tags[setup.Items.get(_id).tags.indexOf('stock')]>><</link>>
<<else>>==purchase==<</if>>\
<<elseif setup.Items.get(_id).tags.includes("examine")>>[[Examine|setup.Items.get(_id).link]]\
<<else>><<link "Take" _inventoryReturn>><<run setup.Containers.move(_id, _inventoryViewLeft, _inventoryViewRight)>><</link>><</if>>\
<<if setup.Items.get(_id).tags.includes("book")>><<if setup.Items.get(_id).hasOwnProperty('link')>>[["Read"|setup.Items.get(_id).link]]<</if>><</if>>\
</span>\
</div>\
<</capture>>\
<</for>>
</div>
/*Right*/
<div class="flex-child green">
<<if $containers[_inventoryViewRight].getItemIDs().length lte 0>> This inventory is empty<</if>>
<<for _id range $containers[_inventoryViewRight].getItemIDs()>>\
<<capture _id, _inventoryReturn>>\
<div class="talk-box male">\
<span class="talk-portrait">\
<<if setup.Items.get(_id).hasOwnProperty('imagePath')>>[img[setup.Items.get(_id).imagePath]]<</if>>\
''<<= setup.Items.get(_id).name>>''
<<= setup.Items.get(_id).description>>
<<link "Put" _inventoryReturn>><<run setup.Containers.move(_id, _inventoryViewRight, _inventoryViewLeft)>><</link>>
<<if setup.Items.get(_id).tags.includes("book") and setup.Items.get(_id).hasOwnProperty('link')>>[["Read"|setup.Items.get(_id).link]]<</if>>
<<if setup.Items.get(_id).hasOwnProperty('quantity')>>Quantity: <<= setup.Items.get(_id).quantity>><</if>>
</span>\
</div>\
<</capture>>\
<</for>>\
</div>
</div><<for _id range $containers[_inventoryView].getItemIDs()>><<capture _id>>\
<<if setup.Items.get(_id).tags.includes("seed") and $farm[$seed][setup.Items.get(_id).farmId] is 0>>\
<<run $player.inventory.remove(_id)>>\
<</if>>\
<</capture>><</for>>\
\
<<if $containers[_inventoryView].getItemIDs().length lte 0>>\
This inventory is empty
<</if>>\
\
<<for _id range $containers[_inventoryView].getItemIDs()>>
<<capture _id>>\
<<if setup.Items.get(_id).tags.includes("seed") and $farm[$seed][setup.Items.get(_id).farmId] is 0>><<run $player.inventory.remove(_id)>><</if>>\
<div class="talk-box male">\
<span class="talk-portrait">\
<<if setup.Items.get(_id).hasOwnProperty('imagePath')>>[img[setup.Items.get(_id).imagePath]]<</if>>\
Name: <<= setup.Items.get(_id).name>>
Description: <<= setup.Items.get(_id).description>>
<<if setup.Items.get(_id).hasOwnProperty('combatMod')>>Combat Mod: +<<= setup.Items.get(_id).combatMod>>
<</if>><<if setup.Items.get(_id).hasOwnProperty('damage')>>Damage: <<= setup.Items.get(_id).damage>>
<<elseif setup.Items.get(_id).hasOwnProperty('clothingHealth')>>Durability: <<= setup.Items.get(_id).clothingHealth>>
<</if>><<if setup.Items.get(_id).hasOwnProperty('farmId')>>Quantity: <<= $farm[$seed][setup.Items.get(_id).farmId]>><<elseif setup.Items.get(_id).hasOwnProperty('quantity')>>Quantity: <<= setup.Items.get(_id).quantity>><</if>><<if setup.Items.get(_id).hasOwnProperty('link')>>\
[["Read"|setup.Items.get(_id).link]]
<</if>>\
<<if ($player.bodySlotTorso isnot "nothing" and setup.Items.get(_id).hasOwnProperty('clothingHealth')) or (not setup.Items.get(_id).isEquipped is true and setup.Items.get(_id).tags.includes("weapon") and $player.bodySlotWeapon isnot "nothing")>><br><</if>>\
<<if (setup.Items.get(_id).tags.includes("weapon") or setup.Items.get(_id).tags.includes("armor")) and setup.Items.get(_id).clothingHealth is 0>>
<span class = "inactive"><<link "Equip">><</link>></span>
<<elseif (setup.Items.get(_id).tags.includes("weapon") or setup.Items.get(_id).tags.includes("armor")) and setup.Items.get(_id).isEquipped is false and $player[setup.Items.get(_id).bodySlot] is "nothing">>\
<<link "Equip">><<set setup.Items.get(_id).isEquipped to true>><<set $player[setup.Items.get(_id).bodySlot] to (_id)>><<refreshcheatmenu>><</link>>\
<<elseif $player[setup.Items.get(_id).bodySlot] isnot "nothing" and (setup.Items.get(_id).tags.includes("weapon") or setup.Items.get(_id).tags.includes("armor")) and setup.Items.get(_id).isEquipped is false>>\
<<link "Equip">><<set setup.Items.get($player[setup.Items.get(_id).bodySlot]).isEquipped to false>><<set setup.Items.get(_id).isEquipped to true>><<set $player[setup.Items.get(_id).bodySlot] to (_id)>><<refreshcheatmenu>><</link>>\
<</if>>\
<<if (setup.Items.get(_id).tags.includes("weapon") or setup.Items.get(_id).tags.includes("armor")) and setup.Items.get(_id).isEquipped is true>>\
<<if not setup.Items.get(_id).hasOwnProperty('clothingHealth')>><br><</if>>\
<<link "Unequip">><<set setup.Items.get(_id).isEquipped to false>><<set $player[setup.Items.get(_id).bodySlot] to "nothing">><<refreshcheatmenu>><</link>>\
<</if>>\
<<if setup.Items.get(_id).hasOwnProperty('clothingHealth') and ($player.inventory.includes("tool_kit") and setup.Items.get("tool_kit").quantity gte 1)>>\
<<if $player.bodySlotTorso isnot "nothing">>\
<</if>>\
<<if setup.Items.get(_id).clothingHealth == setup.Items.get(_id).maxclothingHealth>>\
<span class = "inactive"><<link "Repair With Toolkit">><<run setup.Items.get(_id).clothingHealth = setup.Items.get(_id).maxclothingHealth>><<if setup.Items.get("tool_kit").quantity gt 1>><<run setup.Items.get("tool_kit").quantity -= 1>><<else>><<run $player.inventory.remove("tool_kit")>><</if>><<refreshcheatmenu>><</link>></span>
<<else>>\
<<link "Repair With Toolkit">><<run setup.Items.get(_id).clothingHealth = setup.Items.get(_id).maxclothingHealth>><<if setup.Items.get("tool_kit").quantity gt 1>><<run setup.Items.get("tool_kit").quantity -= 1>><<else>><<run $player.inventory.remove("tool_kit")>><</if>><<refreshcheatmenu>><</link>>
<</if>>\
<</if>>\
<<if setup.Items.get(_id).tags.includes("playerConsumable")>>\
<<if setup.Items.get(_id).name is "First Aid Kit">><<if $player.health is 10>><span class = "inactive"><<link "Use">><</link>></span><<else>><<link "Use">><<run $player.health = 10>><<if setup.Items.get("first_aid_kit").quantity gt 1>><<run setup.Items.get("first_aid_kit").quantity -= 1>><<else>><<run $player.inventory.remove("first_aid_kit")>><</if>><<refreshcheatmenu>><</link>><</if>><<elseif setup.Items.get(_id).name is "Bandage">><<if $player.health gte 9>><span class = "inactive"><<link "Use">><</link>></span><<else>><<link "Use">><<run $player.health += 2>><<if setup.Items.get("bandage").quantity gt 1>><<run setup.Items.get("bandage").quantity -= 1>><<else>><<run $player.inventory.remove("bandage")>><</if>><<refreshcheatmenu>><</link>><</if>><<elseif setup.Items.get(_id).name is "Antibiotic">><<if $player.infection is 0>><span class = "inactive"><<link "Use">><</link>></span><<else>><<link "Use">><<run $player.infection -= 2>><<if setup.Items.get("antibiotic").quantity gt 1>><<run setup.Items.get("antibiotic").quantity -= 1>><<else>><<run $player.inventory.remove("antibiotic")>><</if>><<refreshcheatmenu>><</link>><</if>><</if>><</if>>\
@@.slimlink;<<include "Donation Call">>@@\
</span>\
</div>\
<</capture>>\
<</for>>
[[Back|$location]]/* Settlement Donation Code */ \
<<if not (setup.Items.get(_id).tags.includes("weapon") or setup.Items.get(_id).tags.includes("armor"))>>\
<</if>>\
<<if (setup.Items.get(_id).tags.includes("melee") or setup.Items.get(_id).tags.includes("ranged") or setup.Items.get(_id).tags.includes("ammo") or setup.Items.get(_id).tags.includes("armor"))>><<set _donationLocation to "Armory">><</if>>\
<<if setup.Items.get(_id).tags.includes("melee") and setup.Items.get(_id).isEquipped is false and $CounterContainer.Armory is 0>><<include "Donation Links">>
<<elseif setup.Items.get(_id).tags.includes("ranged") and setup.Items.get(_id).isEquipped is false and $CounterContainer.Armory is 1>><<include "Donation Links">>\
<<elseif setup.Items.get(_id).tags.includes("armor") and setup.Items.get(_id).isEquipped is false and $CounterContainer.Armory is 2>><<include "Donation Links">>\
<<elseif setup.Items.get(_id).tags.includes("ammo") and $CounterContainer.Armory is 3>><<include "Donation Links">>\ /* Change back to gte 3 when further rewards are in place. */ \
<</if>>\<br>
<<if setup.Items.get(_id).quantity gte 1>><<link "x1 To <<= _donationLocation>>">><<include "Donation Item">><<if setup.Items.get(_id).quantity gt 1>><<run setup.Items.get(_id).quantity -= 1>><<else>><<run $player.inventory.remove(_id)>><</if>><<run $Settlement[_donationItem] += 1>><<include "Check For Upgrade">><<refreshcheatmenu>><</link>><</if>>\
\
<<if (setup.Items.get(_id).tags.includes("melee") or setup.Items.get(_id).tags.includes("ranged") or setup.Items.get(_id).tags.includes("armor"))>><<if setup.Items.get(_id).quantity gte 5>> | <<link "x5 To <<= _donationLocation>>">><<include "Donation Item">><<if setup.Items.get(_id).quantity gt 5>><<run setup.Items.get(_id).quantity -= 5>><<else>><<run $player.inventory.remove(_id)>><</if>><<run $Settlement[_donationItem] += 5>><<refreshcheatmenu>><<include "Check For Upgrade">><</link>><</if>><</if>>\
\
<<if setup.Items.get(_id).quantity gte 10>> | <<link "x10 To <<= _donationLocation>>">><<include "Donation Item">><<if setup.Items.get(_id).quantity gt 10>><<run setup.Items.get(_id).quantity -= 10>><<else>><<run $player.inventory.remove(_id)>><</if>><<run $Settlement[_donationItem] += 10>><<refreshcheatmenu>><<include "Check For Upgrade">><</link>><</if>>\
\
<<if setup.Items.get(_id).tags.includes("ammo")>><<if setup.Items.get(_id).quantity gte 100>> | <<link "x100 To <<= _donationLocation>>">><<include "Donation Item">><<if setup.Items.get(_id).quantity gt 100>><<run setup.Items.get(_id).quantity -= 100>><<else>><<run $player.inventory.remove(_id)>><</if>><<run $Settlement[_donationItem] += 100>><<refreshcheatmenu>><<include "Check For Upgrade">><</link>><</if>><</if>>\<<if setup.Items.get(_id).tags.includes("melee")>><<set _donationItem to "armoryMeleeWeapons">><<elseif setup.Items.get(_id).tags.includes("ranged")>><<set _donationItem to "armoryRangedWeapons">><<elseif setup.Items.get(_id).tags.includes("ammo")>><<set _donationItem to "armoryAmmo">><<elseif setup.Items.get(_id).tags.includes("armor")>><<set _donationItem to "armoryArmor">><</if>>\<<if $CounterContainer.Armory is 0 and $Settlement.armoryMeleeWeapons gte 10>><<run $CounterContainer.Armory +=1>><<script>> UI.alert("The Armory Is Now Level 1"); <</script>><<refreshcheatmenu>><<else>><<refreshcheatmenu>><</if>>\
<<if $CounterContainer.Armory is 1 and $Settlement.armoryRangedWeapons gte 10>><<run $CounterContainer.Armory +=1>><<script>> UI.alert("The Armory Is Now Level 2"); <</script>><<refreshcheatmenu>><<else>><<refreshcheatmenu>><</if>>\
<<if $CounterContainer.Armory is 2 and $Settlement.armoryArmor gte 10>><<run $CounterContainer.Armory +=1>><<script>> UI.alert("The Armory Is Now Level 3"); <</script>><<refreshcheatmenu>><<else>><<refreshcheatmenu>><</if>>\
<<if $CounterContainer.Armory is 3 and $Settlement.armoryAmmo gte 100>><<run $CounterContainer.Armory +=1>><<script>> UI.alert("The Armory Is Now At Max Level"); <</script>><<refreshcheatmenu>><<else>><<refreshcheatmenu>><</if>>\
<<if $CounterContainer.Armory gt 3 and $Settlement.armoryAmmo gte 200>>Placeholder for potential further ammo donation benefits.<<refreshcheatmenu>><<else>><<refreshcheatmenu>><</if>>\<div id="events"></div>/* <<run console.log('PassageReady')>> */\
<<run setup.Log.debug(':: ' + passage())>>/* <<run console.log('PassageDone')>> */[[Return to game.|$location]]/***********************************************************************
BLEACHED - A largely white style for SugarCube ≥v2.23.1
***********************************************************************/
body {
color: #111;
background-color: #fff;
}
a {
color: #35c;
}
a:hover {
color: #57e;
}
span.link-disabled {
color: #777;
}
button {
color: #111;
background-color: #acf;
border-color: #8ad;
}
button:hover {
background-color: #8ad;
border-color: #68b;
}
button:disabled {
background-color: #ccc;
border-color: #aaa;
}
input, select, textarea {
color: #111;
border-color: #ccc;
}
input:not(:disabled):focus, select:not(:disabled):focus, textarea:not(:disabled):focus,
input:not(:disabled):hover, select:not(:disabled):hover, textarea:not(:disabled):hover {
background-color: #eee;
border-color: #111;
}
hr {
border-color: #111;
}
/* Scrollbar appearance styles. */
*::-webkit-scrollbar {
background-color: #999;
width: 8px;
}
*::-webkit-scrollbar-thumb {
background-color: #ccc;
border: 1px solid #999;
}
* {
-ms-scrollbar-base-color: #e8e8e8;
-ms-scrollbar-arrow-color: #999;
-ms-scrollbar-face-color: #999;
-ms-scrollbar-track-color: #ccc;
/* Standards. */
scrollbar-color: #ccc #999;
scrollbar-width: thin;
}
.error-view {
background-color: #eaa;
border-left-color: #d77;
}
.error-view > .error-source:not([hidden]) {
background-color: rgba(255, 255, 255, 0.2);
}
#ui-bar, #right-ui-bar {
background-color: #eee;
border-color: #ccc;
}
#ui-bar hr, #right-ui-bar hr {
border-color: #ccc;
}
#ui-bar-toggle, #right-ui-bar-toggle,
#ui-bar-history [id|="history"] {
color: #111;
border-color: #ccc;
}
#ui-bar-toggle:hover, #right-ui-bar-toggle:hover,
#ui-bar-history [id|="history"]:hover {
background-color: #ccc;
border-color: #111;
}
#ui-bar-history [id|="history"]:disabled {
color: #ccc;
background-color: transparent;
border-color: #ccc;
}
#menu ul {
border-color: #ccc;
}
#menu li:not(:first-child) {
border-top-color: #ccc;
}
#menu li a {
color: #111;
}
#menu li a:hover {
background-color: #ccc;
border-color: #111;
}
/* Default dialog styling */
#ui-overlay {
background-color: #777;
}
#ui-dialog-titlebar {
background-color: #ccc;
}
#ui-dialog-close:hover {
background-color: #b44;
border-color: #a33;
}
#ui-dialog-body {
background-color: #fff;
border-color: #ccc;
}
#ui-dialog-body hr {
background-color: #ccc;
}
/* List-based dialog styling */
#ui-dialog-body.list li:not(:first-child) {
border-top-color: #ccc;
}
#ui-dialog-body.list li a {
color: #111;
}
#ui-dialog-body.list li a:hover {
background-color: #ccc;
border-color: #111;
}
/* Saves dialog styling */
#ui-dialog-body.saves > *:not(:first-child),
#ui-dialog-body.saves tr:not(:first-child) {
border-top-color: #ccc;
}
#ui-dialog-body.saves .empty {
color: #777;
}
/* Settings dialog styling */
#ui-dialog-body.settings button[id|="setting-control"] {
color: #111;
border-color: #ccc;
}
#ui-dialog-body.settings button[id|="setting-control"]:hover {
background-color: #eee;
border-color: #111;
}
#ui-dialog-body.settings button[id|="setting-control"].enabled {
background-color: #9e9;
border-color: #7c7;
}
#ui-dialog-body.settings button[id|="setting-control"].enabled:hover {
background-color: #7c7;
border-color: #5a5;
}
/* Debug bar styling */
#debug-bar,
#debug-bar-watch {
background-color: #eee;
border-color: #ccc;
}
#debug-bar-watch div {
color: #777;
}
#debug-bar-watch-toggle,
#debug-bar-views-toggle {
color: #111;
border-color: #ccc;
}
#debug-bar-watch-toggle:hover,
#debug-bar-views-toggle:hover {
background-color: #eee;
border-color: #111;
}
#debug-bar-watch:not([hidden]) ~ div #debug-bar-watch-toggle,
html[data-debug-view] #debug-bar-views-toggle {
background-color: #9e9;
border-color: #7c7;
}
#debug-bar-watch:not([hidden]) ~ div #debug-bar-watch-toggle:hover,
html[data-debug-view] #debug-bar-views-toggle:hover {
background-color: #7c7;
border-color: #5a5;
}
/* Debug view styling */
html:not([data-debug-view]) #debug-view-toggle {
color: #111;
border-color: #ccc;
}
html:not([data-debug-view]) #debug-view-toggle:hover {
background-color: #eee;
border-color: #111;
}
html[data-debug-view] #debug-view-toggle {
background-color: #9e9;
border-color: #7c7;
}
html[data-debug-view] #debug-view-toggle:hover {
background-color: #7c7;
border-color: #5a5;
}
html[data-debug-view] .debug {
background-color: #dc9;
}
html[data-debug-view] .debug.hidden,
html[data-debug-view] .debug.hidden .debug {
background-color: #bbb;
}
/* Talk macros styling */
.talk-box {
background-color: #ccc;
}
.talk-box.female {
border-color: #bf86bf;
}
.talk-box.thought {
background-color: #bbd;
border-color: #5ab;
}
.talk-portrait > img {
border-color: #999;
}
/* Doll styling */
#scene {
border-color: #ccc;
}
/* ================================ */
/* BEGIN Anenn styling contribution */
/* ================================ */
/*
NOTE (tme): Did a basic sanity pass, but the styles still need more work.
NOTE (tme): Some of the styling choices here and in the `<<talk>>` styles—
see `css\talk_macros.css`—are either garish, unfriendly to those with vision
problems, or both. WTAF?
*/
/* Letter text */
div.letterText {
border-color: #ccc;
}
/* ------------------------------- */
/*
TODO (tme): Delete this as soon as all scene images have been transitioned
to the `<<getbackground>>` macro.
*/
/* .pic > img {
border-color: #ccc;
} */
/* ------------------------------- */
.link-internal {
border-color: #222;
/* background-color: #2e466e; */
/* text-shadow: 0px 1px 0px #263666; */
}
.macro-textbox {
border-color: #222;
}
/* ------------------------------- */
/* - dark red - */
/* .a1 {
text-shadow: 1px 1px grey;
color: #F45252;
} */
/* - light blue - */
/* .a2 {
text-shadow: 1px 1px grey;
color: #3766D1;
} */
/* - medium purple - */
/* .a3 {
text-shadow: 1px 1px grey;
color: #AD47D6;
} */
/* ================================ */
/* END Anenn styling contribution */
/* ================================ *//* Sleep Messages */
<<set $sleepMessage = {
nap: [
"Message 1",
"Message 2"
],
short: [
"Message 1",
"Message 2"
],
long: [
"Message 1",
"Message 2"
]
}>>
/* Wait Messages */
<<set $waitMessage = {
short: [
"Message 1",
"Message 2"
],
long: [
"Message 1",
"Message 2"
],
veryLong: [
"Message 1",
"Message 2"
],
fullDay: [
"Message 1",
"Message 2"
]
}>>
/* Side Menu */
<<set $SideCurrent = "Locations">>
<<set $NPCSideCurrent = "NPC Side Current Placeholder">>''<div id="date-display"></div>''<<refreshDate>>
\Climate: <span id="weather-display"></span><<refreshWeather>>
\<<include "SideMenu">><div id="side-npcs"><<include "NPCMenu">></div><div id="side-tabs"><<include "SideTabs">></div>
\<hr/>
\<div id="side-content"><<include $SideCurrent>></div>
\<hr/><<if $Intro is "Played" and $location isnot setup.NoWhere>>\
<<link "Your Stats">>
<<goto [[Your Stats]]>>
<</link>>
<<link "Locations">>
<<set $SideCurrent = "Locations">>
<<replace "#side-content">><<include "Locations">><</replace>>
<</link>>
<<link "Hints">>
<<goto [[Hints]]>>
<</link>>
<<link "Scene Gallery">>
<<goto [[Scene Replay]]>>
<</link>>
<<link "Settings">>
<<set $SideCurrent = "Settings">>
<<replace "#side-content">><<include "Settings">><</replace>>
<</link>>
<</if>><div align="center"><<if $player.gender is setup.Character.Gender.Male>><<if $player.skinTone is setup.Character.SkinTone.Fair>><span class="img">[img[images/banners/playerBanner3.png]]</span>\
<<elseif $player.skinTone is setup.Character.SkinTone.Brown>><span class="img">[img[images/banners/playerBanner2.png]]</span>\
<<else>><span class="img">[img[images/banners/playerBanner.png]]</span><</if>><<else>><<if $player.skinTone is setup.Character.SkinTone.Fair>><span class="img">[img[images/banners/femalePlayerBanner3.png]]</span>\
<<elseif $player.skinTone is setup.Character.SkinTone.Brown>><span class="img">[img[images/banners/femalePlayerBanner2.png]]</span>\
<<else>><span class="img">[img[images/banners/femalePlayerBanner.png]]</span><</if>><</if>></div>\
<div align="center"><div class="stat banner">Basic Info</div></div>
<div class="row">\
<div class="column2">\
<h2 style="margin: 0px">Character Info</h2>\
''First Name:'' <<= $player.firstName>>
''Last Name:'' <<= $player.lastName>>
''Age:'' <<= $player.ageReal.toFixed(0)>>
''Ethnicity:'' <<= $player.ethnicityDesc>>
''Gender:'' <<= $player.gender.toUpperFirst()>></div>\
\
<div class="column2">\
<h2 style="margin: 0px">Health & Wellness</h2>\
''Health:'' <<= $player.health>>
''Infection:'' <<= $player.infection>>
<h2 style="margin: 0px">Status Effects</h2>\
<<if $player.isPregnant and $player.hasFlag("pregnancyKnown")>>Pregnant
<<run _statusEffects += 1>><</if>><<if $player.isCumFilledAnally>>Cum Filled Anally
<<run _statusEffects += 1>><</if>><<if $player.isCumFilledOrally>>Cum Filled Orally
<<run _statusEffects += 1>><</if>><<if $player.isCumFilledVaginally>>Cum Filled Vaginally
<<run _statusEffects += 1>><</if>><<if _statusEffects is 0>>No Current Status Effects<</if>></div>\
\
<div class="column2">\
<h2 style="margin: 0px">Equipment</h2>\
''Head:'' <<= setup.Items.get($player.bodySlotHead).name.toUpperFirst()>>
''Torso:'' <<= setup.Items.get($player.bodySlotTorso).name.toUpperFirst()>>
''Hands:'' <<= setup.Items.get($player.bodySlotHands).name.toUpperFirst()>>
''Weapon:'' <<= setup.Items.get($player.bodySlotWeapon).name.toUpperFirst()>>
''Legs:'' <<= setup.Items.get($player.bodySlotLegs).name.toUpperFirst()>>
''Feet:'' <<= setup.Items.get($player.bodySlotFeet).name.toUpperFirst()>></div></div>\
<div align="center"><div class="stat banner">Skills</div></div>
<div class="row">\
<div class="column2">\
''Animals:'' <<= $player.animals>>
''Charisma:'' <<= $player.charisma>>
''Combat:'' <<= $player.combat>></div>\
\
<div class="column2">\
''Farming:'' <<= $player.farming>>
''Intelligence:'' <<= $player.intelligence>>
''Mechanical:'' <<= $player.mechanical>></div>\
\
<div class="column2">\
''Medical:'' <<= $player.medical>>
''Scavenging:'' <<= $player.scavenging>>
''Science:'' <<= $player.science>></div></div>\
<div align="center"><div class="stat banner">Other Info</div></div>
<div class="row">\
<div class="column2">\
<h2 style="margin: 0px">Places Explored</h2>\
''Farmland:'' <<= $visited.farmland>>
''Suburbia:'' <<= $visited.suburbia>>
''Themepark:'' <<= $visited.themePark>></div>\
\
<div class="column2">\
<h2 style="margin: 0px">Enemy Kills</h2>\
<h3 style="margin: 0px">Living:</h3>\
''Common Raiders:'' <<= $CommonRaiderKill>>
<h3 style="margin: 0px">Undead:</h3>\
''Common Zombies:'' <<= $CommonZombieKill>></div>\
\
<div class="column2">\
<h2 style="margin: 0px">Pregnancy & Fertility</h2>\
<<if $player.gender is setup.Character.Gender.Male>>''Virility:'' <<= $player.virility>><<else>>''Fertility:'' <<= $player.fertility>><</if>><<if $player.gender is setup.Character.Gender.Female>>\
''Fertility Cycle:'' <<if $player.fertility is 0>>Barren<<elseif $player.contraception>>On Contraception<<elseif $player.isPregnant>>Pregnant<<elseif $player.isMenstruating>>Menstruating<<elseif $player.isOvulating>>Ovulating<<else>>Fertile<</if>><<if $player.isPregnant>>
Weeks Pregnant: <<print $player.pregnancyWeek>>
<</if>><</if>><h2 style="margin: 0px">Sex Stats</h2>\
''Male Sexual Partners:'' <<= $player.maleSexualPartners>>
''Female Sexual Partners:'' <<= $player.femaleSexualPartners>>
''Other Sexual Partners:'' <<= $player.otherSexualPartners>>
''Anal Sex Given:'' <<= $player.analSexGiven>>
''Anal Sex Received:'' <<= $player.analSexRecieved>>
''Anal Creampies Given:'' <<= $player.analCreampiesGiven>>
''Anal Creampies Received:'' <<= $player.analCreampiesRecieved>>
''Oral Sex Given:'' <<= $player.oralSexGiven>>
''Oral Sex Received:'' <<= $player.oralSexRecieved>>
''Oral Creampies Given:'' <<= $player.oralCreampiesGiven>>
''Oral Creampies Received:'' <<= $player.oralCreampiesRecieved>>
''Vaginal Sex Given:'' <<= $player.vaginalSexGiven>><<if $player.gender is setup.Character.Gender.Female>>
''Vaginal Sex Received:'' <<= $player.vaginalSexRecieved>><</if>>
<<if $player.gender is setup.Character.Gender.Male>>''Vaginal Creampies Given:'' <<= $player.vaginalCreampiesGiven>><<else>>''Vaginal Creampies Recieved:'' <<= $player.vaginalCreampiesRecieved>><</if>>
<<if $player.gender is setup.Character.Gender.Male>>''Impregnations:'' <<= $player.childrenFathered>><<else>>''Births:'' <<= $player.births>><</if>></div></div>\
\
<div align="center">@@.slimlink;<<back>>@@</div>\<<displaylocationlist>>
<ul id="location-activities">
</ul><<if Story.has("Cheat Menu")>>[[Cheat Menu]]<br><</if>>
<<if Story.has("DevRoom")>>[[Developers Room|DevRoom]]<br><</if>>
[["Reset Event Triggers"|EventReturnReset]]
<<colormodecontrol>><br>
[[Changelog]]<<returnfromevent "Reset Triggers">><<set $weather to setup.Weather.create()>>/*
<<todayForecast>>
Prints the weather forecast for today.
*/
<<widget "todayForecast">><<print $weather.today.toUpperFirst()>><</widget>>
/*
<<todayForecastFlair>>
Prints the weather forecast flair for today.
*/
<<widget "todayForecastFlair">>
\<<nobr>>
<<if $weather.isCloudy()>>
@@.a2;Cloudy@@
<<elseif $weather.isRainy()>>
@@.a4;Rainy@@
<<elseif $weather.isSnowy()>>
@@.a5;Snowy@@
<<elseif $weather.isStormy()>>
@@.a1;Stormy@@
<<elseif $weather.isSunny()>>
<<if $clock.hour >= 7 and $clock.hour < 19>>
@@.a6;Sunny@@
<<else>>
@@.a6;Clear@@
<</if>>
<<elseif $weather.isWindy()>>
@@.a7;Windy@@
<</if>>
<</nobr>>
\<</widget>>
/*
<<refreshWeather>>
Outputs the weather forecast for the current day.
Automatically invoked upon passage navigation. It should be manually
invoked in situations where passage navigation will not occur, but
the forecast has been modified and we want the display updated.
*/
<<widget "refreshWeather">>
\<<replace "#weather-display">><<todayForecastFlair>><</replace>>
\<</widget>>/*
<<wait minutes>>
minutes : The number of "minutes" that the PC should wait.
*/
<<widget "wait">><<silently>>
/* Place below all code that needs to be executed any time the PC waits. */
<<addtime { minute : $args[0] }>>
<<refreshDate>>
<</silently>><</widget>>
/*
<<sleep hours>>
hours : The number of "hours" that the PC should sleep.
*/
<<widget "sleep">><<silently>>
/* Place below all code that needs to be executed any time the PC sleeps. */
/* NOTE: The event processing must come first. */
<<gotoevent setup.events.sleeping>>
<<addtime { hour : $args[0] }>>
<<refreshDate>>
<</silently>><</widget>>The sound of a gunshot sends a surge of adrenaline through you. Then inexplicably you find yourself racing toward the sound instead of away.
You make it almost a block before a second and third gunshot fills the air.
<<talk "femaleStranger">>Shit!<</talk>>\
The feminine voice snaps your attention around to the house across the street
Charging through the front door of the house, you skid to a stop at the sight of two zombies pounding on a closed door.
<<talk "player">>Over here!<</talk>>\
You shout at the zombies before the more rational part of your mind can stop you.
In unison, they both turn toward you.
What follows is chaos. The zombies moving toward you too fast to mount a proper defense, and nowhere near enough space to outmaneuver them.
<<talk "thought">>This isn't how I thought I'd die.<</talk>>\
Part of you wants to laugh at the absurdity of it, rushing to the defense of a complete stranger that may or may not even know you were even here.
Trying to sidestep, you deflect one zombie into the other before the closest one gets a grip on you. You stumble, then fall onto your back while trying to hold it back. The only saving grace is that you somehow manage to keep the closer zombie between you and the second one.
Somewhere behind the zombie who's mouth hangs open inches from your face, you see a flash of blue, then a feminine grunt and the sound of something heavy hitting the floor. Several heartbeats later, there's another similar grunt, and the zombie on top of you goes limp.
You hold the zombie above you for a couple of seconds longer, then shove it to the side only to find a female police officer pointing a gun right at your face.
<<talk "akane" "Female Stranger">>Who the hell are you, and what do you want?<</talk>>\
Your eyes go from her face, then to the gun before returning to her face.
The asian woman looks grim, maybe in her thirties and fit. There's a hardness in her eyes that can only come from having seen terrible things. Her hand holding the gun has a slight tremor to it, and the other hand holds a bloody screwdriver that she holds so tight her knuckles are white.
Her eyes widen in alarm as you start to get up, ignoring the gun in her hands.
<<talk "player">>If you still had ammo, you'd have shot these two.<</talk>>\
You stop at the sitting position on the floor, gesturing at the two corpses on the floor around you.
<<talk "player">>Instead of using the screwdriver to brain them.<</talk>>\
Raising one hand for her to help you up, you continue.
<<talk "player">>Help me up, then lets get some place we can safely talk without the few dozen zombies your earlier shooting probably drew.<</talk>>\
You see her gun arm waver, not quite leaving you.
<<talk "akane" "Female Stranger">>Why should I trust you? Every person I've met in the last month has tried to rape, kill, or eat me.<</talk>>\
There's a hint of vulnerability in her voice.
<<talk "player">>I came in here to help. Drew them away from the door because I thought someone was trapped and needed help.<</talk>>\
Sighing, you start to lower your hand.
[[Try to convince her to come with you.|Akane 1a THEATER]]
[[Part ways.|Akane 1b THEATER]]<<talk "player">>Lets at least get away from here before more show up. We can go our own ways if you want, or we can talk. I have a little place I call home, it's relatively safe. More than enough room if you don't have anywhere else to go. Up to you. Name's <<print $player.firstName>>.<</talk>>\
The woman looks skeptical as she holsters her pistol, then with her now empty hand she reaches out to help you up.
<<talk "akane">>Akane. We can talk. Lead the way.<</talk>>\
[[Next.|Akane 1c THEATER]]You meet the woman's gaze, realizing that she's untrusting and cold. With that in mind, you get up, brushing yourself off.
<<talk "player">>You're welcome.<</talk>>\
The look on her face is hard to read, but the gun in her hands centering on your chest again tells you everything you need to know.
<<talk "player">>I'm just going to keep my hands where you can see them and back away, alright?<</talk>>\
Putting action to words, you start to move away, not looking away from her until you are out of the house.
You think you can see just the barest hint of sadness in her eyes as you leave.
[[Back To Scene Gallery.|Scene Replay]]Akane stays behind you as the two of you move through the streets. You aren't sure if it's a lack of trust, or something else, but you don't want to provoke her if you can help it.
<<talk "player">>You were a police officer?<</talk>>\
You can see her stiffen just a little from the corner of your eye.
<<talk "akane">>Yes.<</talk>>\
Nodding in understanding, you cut through an alley. On the other side, you don't see any sign of the undead.
<<talk "akane">>Why did you help me?<</talk>>\
Her tone is tired, the sound of someone who's nearly given up, who's on the verge of falling apart right now.
<<talk "player">>I don't know.<</talk>>\
You reply honestly.
<<talk "player">>I heard your gunshots and my feet started moving. And when I got there, I knew I had to help.<</talk>>\
Seeing her lip quiver, tears starting to well up in her eyes, you slip your arms around her right as she starts to cry.
For several minutes, you hold her while trying to watch your surroundings for danger.
<<talk "akane">>Sorry.<</talk>>\
She wipes at her eyes as she pulls away.
<<talk "player">>Nothing to be sorry for.<</talk>>\
Her eyes search yours for a long moment.
<<talk "akane">>I've been alone for a long time. If your offer still stands, maybe I'll come with you.<</talk>>\
You nod.
<<talk "player">>I'd like that.<</talk>>\
[[Back To Scene Gallery.|Scene Replay]]There's purpose in Akane's step as she approaches you, then as she slows in front of you there's a hint of uncertainty that she visibly squashes.
<<talk "akane">>I have a favor to ask. I know you've already done a lot for me by taking me in, you don't owe me anything, but I have to ask anyway.<</talk>>\
You wait a second, thinking you might have to prompt her, but then she speaks.
<<talk "akane">>I haven't been able to go home since this all began. And I, . . . <</talk>>\
She trails off for a moment before continuing.
<<talk "akane">>I have something I need to check on.<</talk>>\
You can tell from her tone that she likely knows she won't like what she finds, but there's enough conviction in her tone that you suspect she will eventually go on her own if you don't go with her.
<<talk "player">>You want me to go with you, to watch your back?<</talk>>\
Akane looks relieved as you say the words. She nods eagerly.
<<talk "akane">>Just, . . . the next time you're headed into the suburbs, maybe I can come along?<</talk>>\
You nod in understanding.
<<talk "player">>Sure, I'll let you know some time I know I'm headed that way. We'll make a little detour for you.<</talk>>\
She smiles, an odd mix of sadness and relief in her features. Before you can react, she throws her arms around you in a warm hug before extracting herself.
<<talk "akane">>Thank you.<</talk>>\
Excusing herself, you see her stride away, a sense of renewed purpose in her step.
[[Back To Scene Gallery.|Scene Replay]]<<talk "player">>You said you wanted to go home when we were in the area, . . . . would you like to take care of that now?<</talk>>\
Akane seems almost surprised, then instead of answering she simply nods.
You gesture for her to lead the way, which she does in silence.
As the two of you move street to street, you begin to wonder why she hasn't been back. There aren't many zombies in the area that you can see, and the area seems ripe for looting.
<<talk "thought">>She's got her reasons, and I'll find out soon enough.<</talk>>\
Keeping an eye on your surroundings, it takes you a second longer than it should to realize that Akane has come to a stop. You barely stop yourself before running into her.
When your eyes find her face, you can see grim determination cloaked in soul crushing sadness.
Unsure of what to say, or even if you should say anything, you place a hand on her shoulder in what you hope she interprets as a comforting gesture.
A hint of the tension goes out of her as she gives you an appreciative look.
<<talk "akane">>Thank you for bringing me here, and for not prying for why.<</talk>>\
If not for her expression, you'd have smirked at her assertion that you brought her here when she was leading you.
<<talk "akane">>When everything went wrong. I was on duty, and I saw my partner shoot a little girl in the head. The order had just come down that we were to shoot to kill the infected and we were to assist the military in any way we could.<</talk>>\
You see her swallow, some of her determination crumbling beneath the sadness in her eyes.
<<talk "akane">>The little girl, she was pale, her eyes weren't right, and there was blood on her arm where she'd been bitten. But all I could see is a hurt little girl. Something inside me broke when I saw her go down. I was a fool, convinced someone would find a cure, and that my partner had just taken the life of a child.<</talk>>\
She falls silent for several seconds, but you can tell she's gathering her thoughts to continue.
<<talk "akane">>By the end of my shift, I heard that anyone even suspected of being infected was being turned over to the military when they went to the hospitals, and the military was killing them in mass and burning the bodies.<</talk>>\
Akane's voice sort of catches.
<<talk "akane">>That night, I called my mom, she said she was getting ready to head to the hospital, one of the neighbors attacked her. I begged her not to go, knew that if she did, they'd kill her too.<</talk>>\
Her eyes brim with tears, the first one trailing down the side of her nose.
<<talk "akane">>She listened to me. She promised me that she'd lock all the doors, that she'd avoid people until I could get here to help.<</talk>>\
She turns her head toward you for the first time.
<<talk "akane">>When I called her back the next morning, I was so relieved when the other end of the line picked up, it took me a little longer to realize that the phone had been knocked over, that I could hear movement, that soft moan we've heard a thousand times from the undead. I knew in my heart my mother had turned, . . . . <</talk>>\
The silence that follows lingers.
<<talk "player">>What are we doing here?<</talk>>\
You do your best to keep any judgment out of your voice.
<<talk "player">>You let me know what you need, and I'll do it if I can.<</talk>>\
Akane nods, a quiver in her voice when she replies.
<<talk "akane">>I need to put my mother to rest. And I think I need someone to hold me while I cry when it's done.<</talk>>\
It's your turn to nod.
[[Next.|Akane 3a THEATER]]It takes Akane a few seconds to steel her resolve, but then she's in motion.
You're just a couple of steps behind her, taking in the white house, the flower garden surrounding it that was likely the envy of the neighborhood, everything in its place.
<<talk "thought">>Looks like Akane's mother lived well if simply.<</talk>>\
Then Akane kneels, turning over a stone near the door where she picks up a key wrapped in a little plastic bag. Using the key, she unlocks the door and opens it.
She's tense, her pistol in hand at her side, her eyes sweeping the interior of the house.
<<talk "akane">>Mom? I'm home.<</talk>>\
Her voice holds a mountain of heartache and just the faintest dash of hope. Hope that you know deep down will be crushed when you find her mother.
Only silence answers.
You aren't sure if her police training kicks in, or if her subconscious mind accepts the inevitable, but the end result is the same. Her gun snaps up into the ready position, both hands on the grip. She steps through an archway to your left, eyes and gun sweeping the space before quickly moving through the living room.
Room by room, she searches the house. You stay close enough behind her to help if she needs it, but far enough back to not be in the way.
She just finishes passing through the dining room when something changes. She freezes in another archway, the barrel of her gun lower slightly.
Stepping up behind her, you see a short woman standing at the kitchen sink.
<<talk "akane">>Mom?<</talk>>\
Every fiber of your being hopes for Akane, knowing that happy endings in this new world of death are so impossibly rare.
Then the figure turns.
She holds a striking resemblance to Akane. However the ashen sheen of her skin and milky white eyes confirms what you already suspected.
Akane's heartbreak is like a physical thing, sundering her soul in her horrible moment of realization.
Her pistol lowers further.
<<talk "akane">>I'm so sorry mom, I love you so much. I should have come sooner.<</talk>>\
If any part of her mother still remains, it shows no sign of recognition as it lets out a soft moan and takes its first tentative step toward Akane.
<<talk "akane">>I'm so sorry.<</talk>>\
Akane's arms fall to her side, pistol still held loosely in her grip.
Her mother shambles another step closer.
<<talk "thought">>I know she said she had to do this, but maybe part of why she wanted me along was in case she couldn't?<</talk>>\
<<if $player.gender is setup.Character.Gender.Male>>[[Trust Akane to finish what she came to do. (Romance Path)|Akane 3b THEATER]]<<else>>[[Trust Akane to finish what she came to do.|Akane 3b THEATER]]<</if>>\
<<if $player.gender is setup.Character.Gender.Male>>[[Take the shot yourself. (Friend Path)|Akane 3c THEATER]]<<else>>[[Take the shot yourself.|Akane 3c THEATER]]<</if>>\Unease builds in you as the zombie approaches, giving a horrible moment where you fear you will have to step in to finish this.
When the zombie gets too close, Akane reaches out with her free hand and pushes the zombie just out of her reach again.
Then she does it again.
It's not until the third time that something changes.
The zombie stumbles back a couple of steps, its arms flailing ineffectively at Akane.
<<talk "akane">>I love you mom.<</talk>>\
When the zombie steps forward again, Akane's gun snaps up, inches from the zombie's forehead.
The gunshot sounds impossibly loud in the kitchen.
A small circle on the zombie's forehead is the only indication that Akane hit her target, then with a slow sort of grace, her mother slumps to the ground almost as if it decided to lay down for a nap.
You turn toward Akane just as the first sob escapes her lips, then you're throwing your arms around her to hold her as she breaks down and cries uncontrollably.
For a long time you hold her, past the time you feel the shoulder of your shirt soak through with her tears, past the time your legs and arms ache to hold her.
It's not until she pulls away that you finally let go of her. She wipes her eyes, then meets your gaze evenly.
<<talk "akane">>Will you help me, . . . . lay her to rest?<</talk>>\
You nod.
<<talk "player">>Just let me know what you need.<</talk>>\
She doesn't say the words, but you can see the gratitude in her eyes.
<<if $player.gender is setup.Character.Gender.Male>>[[Next.|Akane 3d ROMANCE THEATER]]<<else>>[[Next.|Akane 3d FRIEND THEATER]]<</if>><<talk "player">>It's alright, I've got this for you.<</talk>>\
Akane offers no resistance as you take the pistol from her hands.
Turning to the zombie, you speak as it shambles slowly toward you.
<<talk "player">>Akane is a good person, I'm lucky to call her friend. I'll do my best to look out for her. Wherever you are, I hope you're looking down and that you're proud of the woman she is.<</talk>>\
The gunshot sounds impossibly loud in the kitchen.
A small circle on the zombie's forehead is the only indication that you hit your target, then with a slow sort of grace, it slumps to the ground almost as if it decided to lay down for a nap.
You turn back to Akane just as the first sob escapes her lips, then you're throwing your arms around her to hold her as she breaks down and cries uncontrollably.
For a long time you hold her, past the time you feel the shoulder of your shirt soak through with her tears, past the time your legs and arms ache to hold her.
It's not until she pulls away that you finally let go of her. She wipes her eyes, then meets your gaze evenly.
<<talk "akane">>Will you help me, . . . . lay her to rest?<</talk>>\
You nod.
<<talk "player">>Just let me know what you need.<</talk>>\
She doesn't say the words, but you can see the gratitude in her eyes.
[[Next.|Akane 3d FRIEND THEATER]]A couple of hours later, you're standing over a fresh grave. A wooden cross and a picture of Akane and her mother resting at its head.
You look to Akane, seeing how tired she looks, like she's emotionally spent.
<<talk "akane">>Just a few minutes longer. Then we can go.<</talk>>\
Unexpectedly, she reaches out, her fingers interlacing with yours before turning her attention back to the grave.
You're intimately aware of how warm her hand feels in yours, and the affectionate squeeze before she lets go is unmistakable.
In the very next second, Akane seems to draw herself up, recomposing herself as she takes a single deep breath. She lets it out slowly as she blinks in slow motion.
Neither of you needs to say a word as you leave the house behind, but you can't help but think that this experience changed both of you on a profound level.
[[Back To Scene Gallery.|Scene Replay]]A couple of hours later, you're standing over a fresh grave. A wooden cross and a picture of Akane and her mother resting at its head.
You look to Akane, seeing how tired she looks, like she's emotionally spent.
<<talk "akane">>Just a few minutes longer. Then we can go.<</talk>>\
Akane meets your gaze for a heartbeat, then turns her attention back to the grave at her feet.
In the very next second, Akane seems to draw herself up, recomposing herself as she takes a single deep breath. She lets it out slowly as she blinks in slow motion.
Neither of you needs to say a word as you leave the house behind, but you can't help but think that this experience changed both of you on a profound level.
[[Back To Scene Gallery.|Scene Replay]]The sound of something being knocked over fills you with concern.
<<talk "thought">>Zombies find their way in?<</talk>>\
You instinctively reach for your weapon as you round the corner, . . . .
Only to find Akane sprawled across the ground, a beer bottle rolling away from her hand, leaving a trail of fluid in its wake.
You feel a flicker of panic, worried that she might have been hurt, or worse. Your footsteps draw you to her side where you quickly examine her for any signs of injury.
<<talk "akane">>-isss uuuh mammaaaa.<</talk>>\
Her drunken drawl speaks far more of her state than her lack of visible injury.
<<talk "player">>Akane? Lets get you up and to bed.<</talk>>\
She mumbles something unintelligible, then nearly pulls you to the ground as she fumbles to find her feet. Eventually you get one of her arms over your shoulder and yours around her middle for support.
A couple of minutes later, you've reached her room and are helping her into bed.
You're just preparing to tuck her in when you notice the intensity of her gaze.
<<talk "akane">>tink I uvvvv you.<</talk>>\
Her words root you to the spot, unsure of what to do next.
Akane begins to paw awkwardly at her clothes like she's attempting to take them off, but she lacks the coordination to do so.
[[She's too drunk to make decisions, hold her.|Akane 4a ROMANCE THEATER]]
[[Help her out of her clothes and give her the fucking she craves.|Akane 4b THEATER]]The sound of something being knocked over fills you with concern.
<<talk "thought">>Zombies find their way in?<</talk>>\
You instinctively reach for your weapon as you round the corner, . . . .
Only to find Akane sprawled across the ground, a beer bottle rolling away from her hand, leaving a trail of fluid in its wake.
You feel a surge of panic for your friend, worried that she might have been hurt, or worse. Your footsteps draw you to her side where you quickly examine her for any signs of injury.
<<talk "akane">>-isss uuuh mammaaaa.<</talk>>\
Her drunken drawl speaks far more of her state than her lack of visible injury.
<<talk "player">>Akane? Lets get you up and to bed.<</talk>>\
She mumbles something unintelligible, then nearly pulls you to the ground as she fumbles to find her feet. Eventually you get one of her arms over your shoulder and yours around her middle for support.
A couple of minutes later, you've reached her room and are helping her into bed.
You're just preparing to tuck her in when you notice the intensity of her gaze.
<<talk "akane">>uuzzz ood riend.<</talk>>\
Her words are almost enough to bring a smile to your face.
Akane begins to paw awkwardly at her clothes like she's attempting to take them off, but she lacks the coordination to do so. For a split second, you wonder if she sleeps naked or if there's some other intent for the action.
[[She's too drunk to make decisions, hold her.|Akane 4a FRIEND THEATER]]
[[Help her out of her clothes and give her the fucking she craves.|Akane 4b THEATER]]<<talk "player">>You're drunk, lets keep your clothes on. Don't want to do anything we might regret come morning.<</talk>>\
Akane mumbles something, but the words are too slurred to decipher.
Sitting in the bed beside her, you lean against the wall while stroking her hair and talking softly to her.
At one point, she shuffles closer, using your thigh as a pillow, whatever she tries to say at the time is muffled by your leg.
You blink, but as you open your eyes you realize it was more than a blink. At some point during the night, Akane woke up, cuddling closer to you in her sleep.
Giving her an affectionate little squeeze, you enjoy her warmth against you.
<<talk "akane">>Sorry about last night.<</talk>>\
She sounds awake, but her words still slur slightly.
<<talk "akane">>You shouldn't have had to see me like that.<</talk>>\
Brushing a bit of her hair from her brow, you feel her nuzzle just a little closer.
<<talk "player">>I care about you, I'm just glad I could help.<</talk>>\
There's a long silence before she replies.
<<talk "akane">>Most people would have taken advantage of a situation like last night. You helped me to bed and held me. That, . . . means a lot.<</talk>>\
She sits up just a little unsteadily, then looks you right in the eyes before kissing you full on the lips. When she pulls back, you can detect just a hint of blush in her cheeks.
After a moment, you see a hint of a smile tug at her lips, making her look like a schoolgirl who just kissed her crush.
<<talk "thought">>Might not be too far off there.<</talk>>\
You pull her back into a hug, a hug that she eagerly returns.
The two of you remain like that for a long while before Akane reluctantly pulls back. She stops with her face just inches from yours, then kisses you one more time before pulling away.
<<talk "akane">>Last night, the loss of my mother hit me hard. Thank you for, . . . . everything. You're, . . . . I, . . . <</talk>>\
She trails off, looking unsure of what to say next.
<<talk "akane">>I smell like beer. I need a cold shower, an asprin, and a cup of coffee. Get your ass out of here before I say something I'm not ready to say.<</talk>>\
Not giving you time to protest, she ushers you out, leaving you looking at the horizon right as the sun begins to rise.
[[Back To Scene Gallery.|Scene Replay]]<<talk "player">>You're drunk, lets keep your clothes on. Don't want to do anything we might regret come morning.<</talk>>\
Akane mumbles something, but the words are too slurred to decipher.
Sitting in the bed beside her, you lean against the wall while stroking her hair and talking softly to her.
At one point, she shuffles closer, using your thigh as a pillow, whatever she tries to say at the time is muffled by your leg.
You blink, but as you open your eyes you realize it was more than a blink. At some point during the night, Akane woke up, cuddling closer to you in her sleep.
Giving her an affectionate little squeeze, you enjoy her warmth against you.
<<talk "akane">>Sorry about last night.<</talk>>\
She sounds awake, but her words still slur slightly.
<<talk "akane">>You shouldn't have had to see me like that.<</talk>>\
Brushing a bit of her hair from her brow, you feel her nuzzle just a little closer.
<<talk "player">>I'm your friend. And friends look out for one another.<</talk>>\
There's a long silence before she replies.
<<talk "akane">>Most people would have taken advantage of a situation like last night. You helped me to bed and held me. You're a good friend.<</talk>>\
She sits up just a little unsteadily, then looks you right in the eyes before throwing her arms around you in a warm hug. When she pulls back, she gives you a little smile.
You pull her back into a hug, a hug that she eagerly returns.
The two of you remain like that for a long while before Akane reluctantly pulls back. She stops with her face just inches from yours, then kisses you one more time before pulling away.
<<talk "akane">>Last night, the loss of my mother hit me hard. Thank you for, . . . . everything. It helps a lot to know I have a friend who cares.<</talk>>\
She trails off, looking unsure of what to say next.
<<talk "akane">>I smell like beer. I need a cold shower, an asprin, and a cup of coffee. Get your ass out of here before I scar you for life by showing you my naked ass.<</talk>>\
Not giving you time to protest, she ushers you out, leaving you looking at the horizon right as the sun begins to rise.
[[Back To Scene Gallery.|Scene Replay]]Seeing an opportunity, and figuring that if she's trying to undress, that it's clearly an indication of interest, you quickly assist her with her clothes.
She grumbles something under her breath as you pull her pants down, but you don't catch what it is that she said. Then, with her shirt open, and her pants and panties discarded, you quickly undress yourself.
You waste no time. You crawl onto the bed and rub the tip of your cock up and down her slit once before shoving yourself inside.
Akane makes a little grunt as her head lolls to one side.
Then you're thrusting, her hole warm and receptive even if she simply lays beneath you making you do all of the work.
At least she is making little noises occasionally to indicate some degree of pleasure from the experience.
It's not until you feel your balls beginning to pull up tight, the urge to cum growing ever more insistent, that you realize that those little sounds are actually Akane snoring.
Even that realization doesn't quite kill your enthusiasm, and within moments you reach the point of no return, shoving deep as you cum inside of her.
Within seconds, you collapse at her side and fall asleep.
[[Wake.|Akane 4c THEATER]]The sounds of things being thrown about wakes you up. It takes you a few seconds to make sense of what you see.
Akane, a duffel bag stuffed full of items hanging from her shoulder as she grabs additional items to shove haphazardly into the bag.
She pivots toward you as you sit up in bed, your cock sticking to your leg from the dry fluids from the night before.
<<talk "akane">>I thought you were different.<</talk>>\
It takes you a second to realize that she's upset that you had sex last night.
<<talk "akane">>I thought I could trust you, that you were my friend, that you were, . . . special.<</talk>>\
Turning away from you, she reaches the door, opening it before looking back.
<<talk "akane">>If I wanted to be raped, I'd have joined all the raider gangs.<</talk>>\
The silence that follows the door being slammed closed in her wake is deafening.
For several minutes you remain, half expecting her to return, but when she does not, you get up and get dressed.
A minute later you are standing outside, watching the sun tease the horizon as it begins to rise for the day.
Looking about, you see no sign of where Akane might have gone.
[[Back To Scene Gallery.|Scene Replay]]As the two of you enter the old house, Akane's police training kicks in as she sweeps left. Then doing your best to mimic her movements, you sweep right.
<<talk "akane">>Dining room, clear!<</talk>>\
Akane calls from somewhere behind you.
You let your eyes skim over the living room, but see no signs of danger. Even the dust is so thick you wonder if the place might have been abandoned before the zombie outbreak. Even the wallpaper is peeling and bits of ceiling sag under its own weight.
The old house groans ominously as a light breeze buffers it from outside as if to confirm your suspicion.
<<talk "player">>Living room, clear!<</talk>>\
As you call back to her, you wonder if she might rib you later for your poor performance sweeping the house.
<<talk "akane">>Kitchen, clear!<</talk>>\
There's no hint of humor or mockery in her voice as the speaks loudly and clearly.
<<talk "thought">>If she's unimpressed with how I search a house, she shows no indication of it.<</talk>>\
It only takes you a second to scan the downstairs bathroom.
<<talk "player">>Bathroom, clear!<</talk>>\
A few seconds later, both of you meet at the bottom of the stairs. She quickly gestures for you to search one side when you reach the top of the stairs while she searches the other.
The stairs groan menacingly as you both start up them. About half way up, you hear a cracking sound from one step as the wood seems to sag under your weight, then step over another when you see the way it looks partially rotted out.
Akane seems unphased.
At the top of the stairs, you notice two doors on her side of the hall, spaced to mirror the two on your own.
Turning toward your first door, you reach for the handle, . . . . .
[[Next.|Akane 5a FRIEND THEATER]]You cough, gag on your dry throat, then cough again. Your eyes are filled with grit and your body hurts everywhere.
Somewhere in the distance you can hear a voice calling out. You try to place it, knowing the voice is important. It takes a second longer to realize that it's your name being called.
<<talk "akane">>Are you ok? Please be ok.<</talk>>\
There's near panic in Akane's voice.
You swallow, trying to clear your throat to speak but it only causes another coughing fit.
<<talk "akane">>I'm trying to dig you out, stay still if you can.<</talk>>\
Slowly, you start to piece together what happened. The rubble around you reminding you that you were searching an old house. The creaks and groans of the old wood, the way you thought that houses always creak and groan but that they never seem to collapse.
All those years of watching movies where the old house makes a million little noises that put the characters on edge, but never has anything bad happen.
The pain in your leg and the weight of who knows how much of the house on top of you, serves to remind you that movies are not the real world and that bad things can happen.
You can hear Akane throwing things to get them out of her way as she tries to clear the rubble.
Then there's a ray of light through the dust, then it widens, a flicker of movement, then the familiar face of Akane.
You smile at the relieved expression on her face.
About that moment, her head whips to one side.
<<talk "akane">>I'll be right back.<</talk>>\
She's gone in the very next second, a few seconds later you hear two gunshots.
The silence that follows feels like an eternity, but you know it couldn't have been long.
Akane reappears in your field of vision, waves, and vanishes again as she returns to removing the rubble.
<<talk "akane">>Zombies, two of them were lurking around the house. Wanted to take care of them before they started banging on the doors or something. If the hallway collapsed dropping you into the living room, then I hate to think of what might happen if they started banging around.<</talk>>\
As if oblivious to her own logic, you hear her throw another piece or rubble.
The next piece moved lessens the pressure, allowing you to take a deep breath you hadn't even known you were denied up until that moment.
When you feel her hand clasp yours, you feel a wave of relief, and you grasp it firmly.
<<talk "akane">>You feel stuck? I'm going to try to pull you out, you need to let me know if you're stuck in any way.<</talk>>\
Before you can reply, she starts to pull, slow and steady. You move carefully, making sure you don't get caught on anything.
Then you're free, Akane throwing her arms around you with a little sob.
[[Next.|Akane 5b FRIEND THEATER]]Akane's hug lingers in a friendly manner before she finally pulls back.
<<talk "akane">>You saved me. You saved me when we met. You saved me from myself when we found my mother. You gave me hope, . . .<</talk>>\
With a visible effort, her eyes meet yours.
<<talk "akane">>When you fell through the floor, all I could think of was that I'd lost everyone I cared about once, and that I couldn't do it again.<</talk>>\
Dust motes fill the air between you, and you can still feel the dust and debris on your lips as you speak.
<<talk "player">>I'm not planning to go anywhere.<</talk>>\
You see her take a little calming breath and nod.
<<talk "akane">>I have your back, always.<</talk>>\
When the two of you exit the house, the corner of Akane's mouth tugs up into a small smile.
<<talk "akane">>No more creepy-ass horror movie mansions?<</talk>>\
Nodding as much to yourself as you do for her, a smile mirroring hers finds its way into your face.
<<talk "player">>Agreed.<</talk>>\
[[Back To Scene Gallery.|Scene Replay]]As the two of you enter the old house, Akane's police training kicks in as she sweeps left. Then doing your best to mimic her movements, you sweep right.
<<talk "akane">>Dining room, clear!<</talk>>\
Akane calls from somewhere behind you.
You let your eyes skim over the living room, but see no signs of danger. Even the dust is so thick you wonder if the place might have been abandoned before the zombie outbreak. Even the wallpaper is peeling and bits of ceiling sag under its own weight.
The old house groans ominously as a light breeze buffers it from outside as if to confirm your suspicion.
<<talk "player">>Living room, clear!<</talk>>\
As you call back to her, you wonder if she might rib you later for your poor performance sweeping the house.
<<talk "akane">>Kitchen, clear!<</talk>>\
There's no hint of humor or mockery in her voice as the speaks loudly and clearly.
<<talk "thought">>If she's unimpressed with how I search a house, she shows no indication of it.<</talk>>\
It only takes you a second to scan the downstairs bathroom.
<<talk "player">>Bathroom, clear!<</talk>>\
A few seconds later, both of you meet at the bottom of the stairs. She quickly gestures for you to search one side when you reach the top of the stairs while she searches the other.
The stairs groan menacingly as you both start up them. About half way up, you hear a cracking sound from one step as the wood seems to sag under your weight, then step over another when you see the way it looks partially rotted out.
Akane seems unphased.
At the top of the stairs, you notice two doors on her side of the hall, spaced to mirror the two on your own.
Turning toward your first door, you reach for the handle, . . . . .
[[Next.|Akane 5a ROMANCE THEATER]]You cough, gag on your dry throat, then cough again. Your eyes are filled with grit and your body hurts everywhere.
Somewhere in the distance you can hear a voice calling out. You try to place it, knowing the voice is important. It takes a second longer to realize that it's your name being called.
<<talk "akane">>Are you ok? Please be ok.<</talk>>\
There's near panic in Akane's voice.
You swallow, trying to clear your throat to speak but it only causes another coughing fit.
<<talk "akane">>I'm trying to dig you out, stay still if you can.<</talk>>\
Slowly, you start to piece together what happened. The rubble around you reminding you that you were searching an old house. The creaks and groans of the old wood, the way you thought that houses always creak and groan but that they never seem to collapse.
All those years of watching movies where the old house makes a million little noises that put the characters on edge, but never has anything bad happen.
The pain in your leg and the weight of who knows how much of the house on top of you, serves to remind you that movies are not the real world and that bad things can happen.
You can hear Akane throwing things to get them out of her way as she tries to clear the rubble.
Then there's a ray of light through the dust, then it widens, a flicker of movement, then the familiar face of Akane.
You smile at the relieved expression on her face.
About that moment, her head whips to one side.
<<talk "akane">>I'll be right back.<</talk>>\
She's gone in the very next second, a few seconds later you hear two gunshots.
The silence that follows feels like an eternity, but you know it couldn't have been long.
Akane reappears in your field of vision, waves, and vanishes again as she returns to removing the rubble.
<<talk "akane">>Zombies, two of them were lurking around the house. Wanted to take care of them before they started banging on the doors or something. If the hallway collapsed dropping you into the living room, then I hate to think of what might happen if they started banging around.<</talk>>\
As if oblivious to her own logic, you hear her throw another piece or rubble.
The next piece moved lessens the pressure, allowing you to take a deep breath you hadn't even known you were denied up until that moment.
When you feel her hand clasp yours, you feel a wave of relief, and you grasp it firmly.
<<talk "akane">>You feel stuck? I'm going to try to pull you out, you need to let me know if you're stuck in any way.<</talk>>\
Before you can reply, she starts to pull, slow and steady. You move carefully, making sure you don't get caught on anything.
Then you're free, Akane throwing her arms around you with a little sob.
[[Next.|Akane 5b ROMANCE THEATER]]Without warning, Akane kisses you full on the lips.
A stunned silence follows as she pulls back, embarrassment on her features as she blushes.
<<talk "akane">>I think I've grown very fond of you.<</talk>>\
Her eyes can't quite meet yours as she struggles to tell you how she feels without using the words.
<<talk "akane">>You saved me. You saved me when we met. You saved me from myself when we found my mother. You gave me hope, purpose, and I started to develop feelings for you.<</talk>>\
With a visible effort, her eyes meet yours.
<<talk "akane">>When you fell through the floor, all I could think of was that I'd lost everyone I loved once, and that I couldn't do it again.<</talk>>\
Dust motes fill the air between you, and you can still feel the dust and debris on your lips as you speak.
<<talk "player">>I'm not planning to go anywhere.<</talk>>\
You see her stiffen her lip and nod.
Taking mental stock of your bumps and scrapes, you marvel that you suffered no serious injury in the fall.
When you make it to your feet, you offer Akane a hand up. She doesn't hesitate in the least.
<<talk "akane">>I have your back, and it's quite a nice back if I say so myself.<</talk>>\
When the two of you exit the house, the corner of Akane's mouth tugs up into a small smile.
<<talk "akane">>No more creepy-ass horror movie mansions?<</talk>>\
Nodding as much to yourself as you do for her, a smile mirroring hers finds its way into your face.
<<talk "player">>Agreed.<</talk>>\
[[Back To Scene Gallery.|Scene Replay]]<<if $gallerySettlement is "themeParkSettlement">>Walking to the park's public restrooms, you knock on the door hard enough for Akane to hear you inside.<<else>>Knocking lightly at Akane's door, you only have to wait a few seconds for a reply.<</if>>\
<<talk "akane">>Come in. I'll be with you in a moment.<</talk>>\
<<if $gallerySettlement is "themeParkSettlement">>\
Slipping into the restroom, you see the edge of a huge pot that you assume was used to boil water for a bath. The back corner of the area being hidden by a blanket hanging from a cord that's been run across the room.
You can hear the sloshing of water as Akane gets out of her bath on the other side of the blanket.
<<else>>\
Stepping into her home, you close the door gently behind you before moving to sit on an old couch.
You can hear the sound of water draining from a bathtub from where you just heard Akane's voice.
<</if>>\
A second later, Akane comes into view, one towel around her hair. She's still tucking a second towel around her middle, and you find yourself fixated on the tantalizing bit of pale flesh you can see before she can get the towel fixed in place.
Then your gaze shifts to just how short that towel is, high enough to expose the very bottom of her butt and high enough that you momentarily fight the urge to bend over to see if you can look under the front.
<<talk "akane">>Pervert.<</talk>>\
Akane's playful tone brings you back to the present again. Only then does she continue in a softer tone.
<<talk "akane">>It's ok. I don't mind.<</talk>>\
Her eyes lock with yours, and only then do you realize she's moved closer.
Then her eyes fill your vision, her breath hot on your lips as her forehead touches yours.
<<talk "akane">>I, . . . <</talk>>\
She seems to struggle to find the words she needs.
<<talk "player">>You don't have to say a thing.<</talk>>\
You feel as much as see her shake her head.
<<talk "akane">>No, I do.<</talk>>\
Her dark eyes search yours from impossibly close, and you know you'd barely have to pucker your lips to kiss her, but you can also sense that it's not the right moment.
<<talk "player">>Alright, take your time.<</talk>>\
This time she nods, followed by a long silence.
<<talk "akane">>I think I might need some liquid courage.<</talk>>\
She tries to pull away, but you pull her into am embrace instead. For a split second she tenses, then she relaxes and accepts the embrace, then returns it.
<<talk "player">>//You// need courage?<</talk>>\
You ask in disbelief.
Akane sighs, her breath hot against your neck.
<<talk "akane">>I-I love you. At first, I thought I was attracted to you because you saved me, because you were the first man I had seen in such a long time. But it's more than that.<</talk>>\
Her words come in a rush, touched with the faintest of tremors.
You pull back, her eyes filled with panic as she thinks you don't reciprocate her feelings.
Then you kiss her, full on the lips. She kisses you back hesitantly at first, then more eagerly.
Suddenly, her towel is gone, Akane straddling you as she pushes you down on the couch. She blushes fiercely as she sees your eyes drifting across her body. You can't help but look, her caramel nipples grasping your attention before drifting down over her toned belly to the light bush of hair between her legs.
<<talk "akane">>I love you.<</talk>>\
She says again, this time her voice is far more confident.
<<talk "player">>I love you too.<</talk>>\
Relief washes over her features as soon as you say the words, and as if that was what she was waiting for, she begins to take off your clothes. When she reaches for your pants, you can see her hands trembling slightly.
You don't lift a finger to stop her, allowing her to unfasten your pants and start to tug them down. She stops before she can expose your manhood.
With one hand, you touch her cheek and draw her back into a kiss with you. At the same time you lift your hips and slide your pants down to your knees.
She goes rigid when she feels your cock touch her thigh, but does not pull away.
Reaching down, you pull your cock upward so it pays flat against your belly, then with your other hand you gently coax her into sitting so your member is pinned between you instead of poking her.
<<talk "player">>Are you sure this is what you want?<</talk>>\
You ask her softy as you finally break your kiss.
Akane hesitates, nods, then replies.
<<talk "akane">>It's just, . . . its been a really long time.<</talk>>\
Something in her tone suggests a story, but you know that this isn't the right time to ask.
Not breaking eye contact with you, she begins to rock her hips, the warmth of her mound feels welcoming. Your cock comes to full mast, and it's not long before you can feel her getting first damp, then increasingly wet until your cock has been well slimed.
<span class="img">[img[images/scenes/Akane_Cowgirl.png]]</span>
Only then does she rise up so your cock can strain upward. She reaches between you, taking hold of your member before guiding it to her slit.
There's a new vulnerability in her eyes as the tip of your cock slides across her opening.
Slowly, she lowers herself, your cock bulking against her entrance, then sliding across her slit as she misses her hole.
Trembling slightly, she tries again. This time you feel the tip of your cock kiss her opening, her warm wetness sliding over your crown.
She stops, swallowing visibly, then lowers herself the rest of the way. As you feel her labia press against your hips, you can also feel the tip of your penis press insistently against her cervix.
For a long time, or at least it feels like a long time, she remains like that. Her eyes searching yours as she sits in your lap, your cock buried balls deep inside of her.
<<talk "akane">>I'm sorry if I'm not very good at this. I don't have a lot of experience.<</talk>>\
You feel your cock twitch inside of her, causing her eyes to widen slightly, an uncertain smile touching her lips.
Taking a deep breath, she seems to still her nerves. Then she starts to move, sliding about half way up your cock, then back down. Up again, then back down.
The way her pussy clings to your cock, it is almost like her hole is sucking your member.
A small moan escapes your lips.
The third time she moves a little faster, her usual confidence returning as she begins to ride you just a tiny bit faster with every movement.
You both look down at the place your bodies meet in near unison, your rod vanishing into her hole, glistening with her juices, for all intents and purpose looking like a piston gliding in and out of her vagina.
It doesn't take long before her pace becomes irregular, sweat on her brow and her breath becoming ragged.
<<talk "akane">>Sorry, I can-, can't-, . . . <</talk>>\
Desperation flashes over her features, then her whole body starts to tremble. You feel a gush of her feminine juices surge around your cock as she starts to cum.
<<talk "akane">>Cumming!<</talk>>\
You hold her close as she cums, your member still rock hard inside of her.
As soon as she starts to come down from her orgasm, you roll her over onto her back.
She instinctively spreads her legs, an open invitation to take her.
You never even slide out of her. You simply shuffle into position and begin to fuck her, pounding her cunt mercilessly, splattering both of you with her sticky juices.
All the while, she moans softly, clearly trying to muffle her own sounds but just as clearly failing.
It doesn't take long before you can feel yourself getting close, your cock throbbing, pulsing with need. You know you can't last much longer. Your next few thrusts come faster than what came before, then right as you're preparing to pull out, she cries out with a hint of panic in her voice.
<<talk "akane">>I'm not on the pill!<</talk>>\
But even as the words leave her mouth, her body responds differently. Her pussy clamps down on you, quivering around your member as it tries to milk your seed into her womb, her legs tensing and locking behind your back so tightly that she pulls you deeper inside of her.
Realizing that there's no way you're pulling out if she doesn't release you, you do the only thing you can do, . . .
You let nature run its course, you thrust as deep inside of her as you can and blow what might be the biggest load of your life into her depths as her cervix kisses the tip of your cock, eager for your seed.
The second Akane feels you start to cum, her eyes snap wide even as her heels dig into your ass with more urgency.
Akane clings to you as you hold her, your member slowly softening inside of her until you finally feel her legs loosen their grip on you.
There's a wet slurping sound as you slip from her freshly used hole.
The silence that follows feels pregnant with the need to say something. Though neither of you open your mouth to fill that silence as you hold each other.
Eventually, Akane says something that you miss. You have to ask her to repeat herself before you hear what she is saying.
<<talk "akane">>Can we go to my bed?<</talk>>\
Then in a soft tone she continues.
<<talk "akane">>Would you hold me tonight?<</talk>>\
[[Next.|Akane 6a THEATER]]<<if $gallerySettlement is "themeParkSettlement">>Walking to the park's public restrooms, you knock on the door hard enough for Akane to hear you inside.<<else>>Knocking lightly at Akane's door, you only have to wait a few seconds for a reply.<</if>>\
<<talk "akane">>Hold on a minute. I'll be with you in a moment.<</talk>>\
<<if $gallerySettlement is "themeParkSettlement">>\
Slipping into the restroom, you see the edge of a huge pot that you assume was used to boil water for a bath. The back corner of the area being hidden by a blanket hanging from a cord that's been run across the room.
You can hear the sloshing of water as Akane gets out of her bath on the other side of the blanket.
<<else>>\
Stepping into her home, you close the door gently behind you before moving to sit on an old couch.
You can hear the sound of water draining from a bathtub from where you just heard Akane's voice.
<</if>>\
A second later, Akane comes into view, one towel around her hair. She's still tucking a second towel around her middle, and you catch yourself sneaking a glance at your friend's body.
<<talk "akane">>Pervert.<</talk>>\
Akane's playful tone brings you back to your current circumstances again.
<<talk "player">>You might be my friend, but that doesn't mean I'm blind.<</talk>>\
She smirks, shaking her head as she does so.
<<talk "akane">>Give me a few minutes, I need to get dressed.<</talk>>\
<<if $gallerySettlement is "themeParkSettlement">>\
Vanishing back behind the blanket, you can hear her moving around for several minutes. Once, she bends over and her bottom comes into view at one end of the blanket.
Eventually she pulls the blanket out of the way, as if making some grand entrance.
She doesn't say a word, she simply gestures with her head for you to follow.
A minute later, you're back in the dining area, Akane having retrieved four drinks from a cooler not far from the couch you both plop down onto. She holds out a water, soda, and a beer for you to choose what you want while she keeps one beer for herself.
<<else>>
True to her word, she comes back into the room fully dressed, her hair still wet but hanging loose. In her hands are four bottles, a soda, a water, and two beers. She holds them out toward you, allowing you to choose what you want, then she takes a beer and sits the remaining bottles on the table. Then, without ceremony, she plops down on the couch beside you.
<</if>>\
Both of you sip at your drinks, the silence between you comfortable. One crossway glance at Akane reveals her to be lost in thought, sipping absently at her beer.
<<talk "thought">>Lot has happened since I met her. A lot more happened before.<</talk>>\
Slipping an arm around her, you give her a friendly hug. She doesn't return it, but you can see the corners of her mouth tug upward, and her attention shifts back to the present.
<<talk "akane">>I used to play a game when I was younger. Sort of like truth or dare, but without the dare. You get asked a question, you have to answer it. But the person asking has to answer it about them self first. Game ends when someone refuses to answer a question.<</talk>>\
Her faint smile turns coy.
<<talk "akane">>Ask me anything.<</talk>>\
The next few hours are spent asking increasingly personal questions, each of you answering freely and you finding yourself sharing things you wouldn't normally. There's no judgement between you, and you're surprised at how easy it is to be open with your answers.
Eventually, the night stretches into the wee hours. Sleep makes your eyes gritty, and it's clear that Akane is drunk.
You're surprised when she kisses you, a slightly wet kiss on your cheek before snuggling against your side.
[[Next.|Akane 6b THEATER]]Three more times that night, you make love. And when the first hints of morning kiss the horizon, you greet the morning by kissing Akane once more.
Even in her sleep, you see a faint smile on her face, and for an instant you think this is the most content she's ever looked.
Akane stirs beside you, her warmth curled invitingly against your side.
Your cock stirs slightly, clearly spent from the evening's activities, but making a valiant effort to rise to the occasion once more.
An hour later, both of you are breathing heavily, laying in each others' arms.
It's with reluctance that both of you slip from bed and prepare for the day.
[[Back To Scene Gallery.|Scene Replay]]<<talk "akane">>Thank you for being my friend.<</talk>>\
Hugging her to your side, you feel your eyes drift closed, and the next thing you know, you're forcing your eyes open as the sun caresses the horizon.
You turn your head, finding Akane still asleep, her head resting in your lap and your hand protectively resting against her side.
It's maybe another hour before she stirs. She stiffens slightly, then looks up at you. The instant she sees you, she relaxes again.
<<talk "akane">>Thank you.<</talk>>\
<<talk "player">>For?<</talk>>\
Akane rolls onto her back, her head still resting in your lap as she looks up at you.
<<talk "akane">>When I got drunk, and you were a friend and a gentleman, instead of a creep.<</talk>>\
She smirks, the smile quickly fading.
<<talk "akane">>I need an asprin.<</talk>>\
Sleepily, she rolls out of your lap and walks away unsteadily. A minute later she returns with a glass of water. With her free hand, she tosses back a pill that you can only assume is an asprin, then washes it down with the water.
You share a breakfast of canned fruit, then part ways as she slips away to inspect the perimeter of your little settlement.
[[Back To Scene Gallery.|Scene Replay]]You just finish searching a house when you step out into the yard. Then your eyes fall on the baseball bat laying in the driveway.
Walking over to it, you bend over to pick it up, hefting it to feel the weight. Knowing that it's an unimaginative, but effective club, you add it to your things.
[[Back To Scene Gallery.|Scene Replay]]Searching a house, you see bullet casings scattered across the living room floor. Then another on the stairs leading to the second story.
You follow the brass casings like a trail of breadcrumbs, then the casings are fewer, but there's a growing trail of old dried blood in its place. Occasionally you step over a body.
<<talk "thought">>Someone put up a hell of a fight.<</talk>>\
And then you stop at a closed door. Scratch marks on its outside where one or more of the undead tried to claw its way inside.
Not sure what to expect, you open the door. The stench of rot makes you gag, but you force yourself to remain as your eyes drift over the interior until they fall on a slumped form.
Moving closer, you see a rifle laying on the floor, a hand full of bullets scattered near one hand of the man who had been holding it.
Then your eyes settle on the man, taking in his condition, his torn clothes, evidence of several bites on his arms and chest, . . . and the missing top portion of his head with his gray mater splattered across the wall and ceiling behind him.
You almost forget about the stench as you give the man a little nod. Maybe in respect for how he handled his final moments, or maybe in thanks for what he left behind.
Reaching out, you take the rifle, clear the chamber of the spent casing lodged within and then gather up the seven rifle rounds on the floor.
When you reach the door, you look back at the corpse one final time before slipping away.
[[Back To Scene Gallery.|Scene Replay]]As you step into the garage, you pause for your eyes to adjust to the dark, then you scan the space for anything that looks useful. Your eyes eventually fall on a workbench, full of gardening supplies.
Tilting your head, you listen for a few seconds longer just in case, then work your way toward the workbench.
The workbench is full of the usual stuff. Little hand held shovels, bags of planting soil, and small clay flowerpots. Sheers, snips, and saws of various sizes.
Then you see it. A machete hanging on the pegboard above the bench. You reach out, your fingers closing around the black plastic handle as you feel the weight settle across your palm.
<<talk "thought">>That feels good.<</talk>>\
Giving the machete a couple of practice swings, you nod to yourself before adding it to your things.
[[Back To Scene Gallery.|Scene Replay]]The smell of death is nearly overwhelming as you enter the building, and it's soon clear why.
A large room, filled with at least a dozen corpses, many with dismembered limbs or heads, lay scattered about the room, the majority of them near the room's center. Then there's a ring, perhaps two foot wide that is spattered with old dried blood, but lacking any bits of corpse. All leading to a single figure in the center.
This figure is kneeling, head slumped forward with it's long dark hair hanging over its face like a death cowl. Dark tanned arms are clearly visible where they hang loosely at the figure's side. The figure appears to be wearing a black leather vest worn to brown in places, black jeans, and a pair of reptile skinned boots. Still clutched in the figure's hand is a machete, still smeared with long dry gore.
So transfixed by the view before you, you barely even notice that you're moving slowly toward the figure.
<<talk "thought">>This guy must have been a serious badass to have taken out this many zombies with nothing but a machete.<</talk>>\
It's only as that thought crosses your mind that you notice the figure moving, its head tilting slowly upward as it fixes its milky white eyes on you. You swear that the corner of its mouth ticks upward into a little smile behind the mustache that stretches down the corners of his mouth toward his chin.
The machete still rests in its hand as the zombie stands, its knuckles prominent as is holds the handle tightly.
[[Fight!|Machete 2a THEATER]]
[[Run like hell.|Machete 2b THEATER]]Before you make a conscious decision, your pistol is in hand and centered on the zombie's chest.
<<talk "zombie">>Ahhhh sht ehhhh, kullllls<</talk>>\
You find yourself frozen to the spot for a heartbeat, the gravelly groan of the zombie almost sounding like words.
<<talk "thought">>This was a bad idea.<</talk>>\
Then the zombie is in motion, taking on the same shambling gate as other zombies you've encountered, but its long stride propels it at an alarming rate toward you.
You pull the trigger, hitting the zombie in the neck just beneath the jaw.
Raising the machete in its hand, the creature lunges at you. You dodge to the side, the stench of the zombie hitting you as it passes inches from you.
Pivoting, you try to bring your pistol to bear on the zombie again, but it proves quicker this time as is swings it's machete in a backhanded arc that catches the barrel of your gun.
You aren't sure if the attack was by design, or intentional, but the end result is your pistol flying through the air as it is knocked from your hand.
The zombie turns slowly, hair hanging in front of its milky eyes as it growls low in its throat.
Desperation floods your system with adrenaline. You lunge toward the zombie, grabbing at it's machete arm. Your hand closes around the handle just above where the zombie is holding. Twisting your body, you rip the blade from the zombie's hand as you spin so you're just beyond its reach.
It takes a step toward you, hands outstretched. At the same instant, your hand holding the machete comes up, driving the blade through its chest.
The zombie pauses, its head turning down to regard the machete in its chest. When it look back to you, it tils its head slightly as if to ask what the fuck you think you're doing.
Pulling the blade free of the zombie's chest, you quickly swing the blade again, burying several inches of the blade in the zombie's skull with a downward arc.
For several horrible seconds nothing happens, and you wonder if this abomination can even be killed. You pull at the blade, but it refuses to come free.
You can see the zombies eyes raise, toward the blade in its skull.
<<talk "zombie">>Ffffuuuuuuucckkkkkk.<</talk>>\
The single word is so deep, so drawn out, that you are left wondering if you really just heard the zombie cuss at you as it falls to its knees. Then the blade comes free and the zombie pitches forward, landing face first on the floor.
Your heart thunders in your chest a while longer, then slows enough that it only pounds uncomfortably. All the while you watch the zombie fearing that it will get up and resume its attack like the monster from some old horror flick.
When it doesn't, you reluctantly set the machete to the side before rolling the zombie over onto its back for a better look.
You don't see anything to set this zombie apart from any of a thousand you've seen before it. Its leather vest however piques your interest.
While the leather looks sturdy, you can't help but notice that it's also reinforced with a heavy material that you think might be Kevlar.
You set yourself to removing the vest from the zombie, then finding your pistol among the room's carnage.
With both the vest and machete bundled among your things, you nod in respect at the zombie you just killed before slipping away.
[[Back To Scene Gallery.|Scene Replay]]<<talk "thought">>Something about this zombie feels different, dangerous.<</talk>>\
Not wanting to tempt fate, you back away. After just a few steps the zombie seems to stop, its arms hanging limp at its side, machete still grasped in its hand as it growls softly.
<<talk "thought">>I think that's my cue to leave.<</talk>>\
Holding your breath, you back away a few more steps, not turning your back on the zombie until you have exited the building.
You can barely see the house behind you when you notice a figure wandering out the front door.
[[Back To Scene Gallery.|Scene Replay]]You're working your way through a house when you enter the master bedroom. You let your eyes drift over the unassuming room before starting your search.
A minute later, you pull open the night stand and pause. Laying in the drawer, the safety on, is a pistol. You pick it up, checking and finding that it has a full seven round clip.
Turning your attention back to the drawer, you rummage around until you find a box of ammo for the gun. A quick count brings a small smile to your face.
<<talk "thought">>Pistol, seven rounds in the clip, eighteen more in the box. Can never have too much ammo.<</talk>>\
[[Back To Scene Gallery.|Scene Replay]]You're just finishing your search of a garage when you notice a sledgehammer sitting right beside the garage door.
You almost turn away from it when the thought of using it as a weapon brings a smirk to your lips.
Reaching out, you pick up the hammer, the weight feeling good in your hand.
<<talk "thought">>It's going to be unwieldy, but it's sure going to do a lot of damage.<</talk>>\
[[Back To Scene Gallery.|Scene Replay]]Your eyes drift over the interior of the barn, light coming in through gaps in the wall illuminating dust particles in the air.
Then you see it, an old, clearly well used wood axe resting across a cluttered work bench.
<<talk "thought">>That will split some skulls.<</talk>>\
With a little grin, you pick up the axe, taking a few seconds to inspect it before hefting it once and placing it with your other gear.
[[Back To Scene Gallery.|Scene Replay]]In the back yard, beside a small wood shed, you find a wood cutting axe with its blade buried in a stump.
Walking toward it, you reach out and take hold of the handle. Your first tug proves that the blade is firmly imbedded in the stump, so you push down on the handle to loosen the blade from the wood and a second pull pries the axe head free of the wood.
Giving it a little practice swing, you realize that the heft will make for some good follow through for your swings if you ever wanted to use it as a weapon.
[[Back To Scene Gallery.|Scene Replay]]Moving through the house you are looting, you open the door of a closet, spend a moment rummaging through what you find there, then stop as you start to push the coats hanging there out of the way.
Turning your attention to the coats, you find a single black leather jacket hanging among them, the material sturdy but well worn.
<<talk "thought">>Hardly body armor, but it will probably stop a bite.<</talk>>\
Without a second thought, you pull the jacket from the hanger and put it with your things.
[[Back To Scene Gallery.|Scene Replay]]Circling a police car, you see no sign of its previous occupant. You circle a second time, and seeing no way into the cab, your attention falls on the open trunk.
Stepping toward it, you can feel the barest hint of a smile form as you realize what exactly you are looking at.
A black vest rests on top, with some kind of arm and leg armor right beside it.
<<talk "thought">>Did the officer who had this never have a chance to put it on?<</talk>>\
Looking around again, you see no sign of a fight or anything else that would explain the armor and lack of owner.
Seeing nothing else, you gather up the armor for yourself.
[[Back To Scene Gallery.|Scene Replay]]You don't make it far before your wounds get the best of you. Your strength begins to wane, and you find yourself looking for a place you can sit.
<<talk "thought">>Just a place you can sit, catch your breath. Surely just a couple of minutes will help?<</talk>>\
One hand against a nearby wall, you slump against it, the pain you feel nearly enough to make you black out.
Then you're sitting against the wall, your breath coming in short shallow gasps as the pain of your injuries threaten to overwhelm you.
Your vision seems to close in, fading to gray along the edges like the color is leeching from the world.
You blink, struggling to open your eyes again.
<<talk "thought">>I just need to rest my eyes for a second.<</talk>>\
The thought drifts through your mind, slippery and hard to hold on to, but rationale enough to let your eyes drift closed again.
Your body shudders, followed by a rattling sigh as you exhale, . . . .
A while later, you move again, showing signs of life after your rest. Your eyes open, now milky white, and slowly scan your surroundings.
Seemingly oblivious to your wounds, you stagger to your feet, shambling away in search of the living, a mournful moan drifting from your lips.
YOU ARE UNDEAD
[[Back To Scene Gallery.|Scene Replay]]Sweat pours from your brow even as you feel the chills settling into your bones. You know what's happening, but there's nothing you can do about it at this point. You're going to become one of the undead, destined to shamble the world in search of the living until some survivor lays you to rest.
You stagger, slump to your knees, then pitch forward.
Blinking, you realize that even though your body no longer has the strength to move, that you're still alive.
<<talk "thought">>I guess I get to see how the other side lives now.<</talk>>\
Shuddering, you let out a long rattling sigh before growing still.
A while later, you move again, showing signs of life after death. Your eyes open, now milky white, and slowly scan your surroundings.
Seemingly oblivious to your wounds, you stagger to your feet, shambling away in search of the living, a mournful moan drifting from your lips.
YOU ARE UNDEAD
[[Back To Scene Gallery.|Scene Replay]]Laying in bed, your injuries wrack your body in pain, then the sweats overcome you.
What follows is a fevered haze as you drift in and out of sleep.
You think you see someone hovering over you, your body aches are so bad that you aren't even sure if it's human or zombie.
Struggling to breathe, you close your eyes. When you open them again, you don't see the figure from before, leaving to wonder if it was a dream.
<<talk "thought">>Maybe I'm just so far gone that even a zombie doesn't want to eat me?<</talk>>\
It hurts to breathe, your breath coming in short labored gasps.
At the edge of your perception, you are aware that the pain doesn't seem so bad now, not as sharp but replaced by stiffness and aches.
Shivering, you can feel a cold creep into your bones even as sweat pours off of your body.
Then your body shudders, a gravely moan drifting from your lips as you exhale for the last time.
An hour later, you moan softly, the air being forced from your lungs as you sit up. Your pasty skin looks unnatural in death, your eyes glassy as you stagger to your feet. Your injuries forgotten, you shamble away in search of prey.
YOU ARE UNDEAD
[[Back To Scene Gallery.|Scene Replay]]By the time you're headed toward bed, your skin is clammy and you feel like your belly is full of razor blades. You retch, but you expel nothing. You wrap yourself in blankets, but you can't get warm.
So you lay in bed as the infection, the rot, eats away at your body.
Sound seems to fade, the stench of your own body threatening to gag you, and in spite of your best efforts you can't fully focus your eyes.
Even sleep seems to be just beyond your reach.
Your mind starts to drift, thoughtless, hunger, rage, . . . and a deep seated sadness in the core of your soul that threatens to shred itself into physical form through the flesh of your gut.
Then the pain is gone, replaced by something deeper, something crippling, that seizes your body and mind into a state incapable of nothing.
As the infection finally claims your body, you aren't even aware of the change, your mind is washed away like the tide retreating from the shore, leaving scattered fragments that don't make sense behind.
But one thing does make sense, . . .
The hunger, the need to consume the living, . . .
With nothing of you remaining except the the flesh discarded by your soul, you shamble from your bed, baring your teeth as you begin to seek prey with your dull eyes.
YOU ARE UNDEAD
[[Back To Scene Gallery.|Scene Replay]]From the corner of your eye, a small flash of light from one of the upper rooms at the nearby hotel captures your attention.
Curiosity overtaking you, you make your way towards the park ferry.
The room seems to flicker with light again before fizzling out completely as you step up and begin fiddling with the ferry controls.
No matter what you press, the ferry refuses to respond, sitting dead in the water.
Upon further inspection you can see that the panel underneath the steering wheel at some point had been pried loose.
Hitting the panel with a hard thump using the palm of your hand, you watch as it springs free.
Seeing inside the circuitry of the boat, it is immediately clear why it refuses to respond to anything.
<<talk "thought">>Looks like whoever came through here before me took the battery.<</talk>>\
Sparing another look towards the room that the light had come from, you see the drapes move.
A moment later, the moonlight hits the hotel at just the right angle, and the silhouette of a petite woman with braided hair appears, standing behind the draped window.
<span class="img">[img[images/scenes/Katy_Silhouette.png]]</span>
<<talk "thought">>It seems someone is living at the hotel. If I can find a new battery for this ferry I am sure I can get it running again, so I can explore the area.<</talk>>\
Turning your back to the lake, you leave the ferry and the mysterious silhouette of the unknown woman behind, making a mental note to yourself to keep your eyes peeled for any viable battery.
[[Back To Scene Gallery.|Scene Replay]]<<run _galleryBullets = $galleryBulletSetting>>\
<<if $gallerySettlement is "None">><<run $gallerySettlement = $PlayerSettlement>><</if>>\
<<if $galleryWeapon is "None" and $player.bodySlotWeapon is "pistol" and $player.inventory.includes("sidearm_ammo")>><<run $galleryBulletSetting = setup.Items.get("sidearm_ammo").quantity>><<elseif $galleryWeapon is "None" and $player.bodySlotWeapon is "pistol" and not $player.inventory.includes("sidearm_ammo")>><<run $galleryBulletSetting = 0>><</if>>\
<<if $galleryWeapon is "None" and $player.bodySlotWeapon is "rifle" and $player.inventory.includes("longarm_ammo")>><<run $galleryBulletSetting = setup.Items.get("longarm_ammo").quantity>><<elseif $galleryWeapon is "None" and $player.bodySlotWeapon is "rifle" and not $player.inventory.includes("longarm_ammo")>><<run $galleryBulletSetting = 0>><</if>>\
<<if $galleryWeapon is "None">><<run $galleryWeapon = $player.bodySlotWeapon>><</if>>\
\
Donning your gear and signature book bag, you exit your camp, allowing yourself to enter high alert as you submerge yourself in the greater, ever threatening world around you.
Angling yourself <<if $gallerySettlement is "themeParkSettlement" or $gallerySettlement is "suburbiaSettlement">>towards the farmlands, <<elseif $gallerySettlement is "farmSettlement">>towards the nearby town<</if>> in the hopes of finding a marina, you let your feet take you out in search of a boat that might contain a viable ferry battery.
After a couple miles or so of terrain behind you, you are just starting to feel yourself become weary as you find a dried lake bed, and a renewed vigor awakens within you.
Eyes scanning the area, it isn't long before you find them widening, a pristine ferry sitting just a couple feet from you in the middle of the dry lake.
<<talk "thought">>I can't believe my luck. It almost looks out of place in comparison to the dingy, long dead lake bed around it.<</talk>>\
Cautiously, you brace your feet against the lake bank, allowing yourself to slowly slide down it, digging your heels into the earth to lessen the speed of your descent.
Taking long strides forward, you quickly lessen the ground between you and the ferry. You are just about to board it when your eyes widen with terror, your foot becoming stuck as the ground gives out, crumbling below it.
<<talk "thought">>That is one way to describe my luck. Lucky as hell, but with an unlucky twist to it.<</talk>>\
Chuckling internally to yourself, trying to get your foot free with little success.
<<talk "thought">>Damnit...<</talk>>\
Your luck worsens as you hear a growl, and snarl, accompanied by the sound of fast approaching feet.
One quick look provides validation to the fear rising in your gut, as an undead woman charges you at full speed.
Adrenaline fills you as you once again try to wrench yourself free, knowing what might happen if you are especially unlucky.
<<if $galleryWeapon is "baseball_bat">>\
Wrapping both hands around the handle of your baseball bat, you steady your breath, steeling yourself to give your all to what may very well be a life or death swing.
<<elseif ($galleryWeapon is "badass_machete" or $galleryWeapon is "machete")>>\
Wrapping both hands around the handle of your machete, you mentally hope it will be enough to protect you from the blood thirsty zombie.
<<elseif $galleryWeapon is "axe">>\
Reaffirming your grip on your axe, you steel yourself to defend against the incoming zombie.
<<elseif $galleryWeapon is "sledgehammer">>\
With the zombie incoming, you grasp your sledgehammer tightly, steadying your breath, the weight on the hammer which can sometimes be a bit of a burden, is now comforting as you steel yourself to give your all to what may very well be a life or death swing.
<<elseif $galleryWeapon is "rifle">>\
<<if _galleryBullets gt 0>>\
Steadying your breath, you line the barrel of your gun up with the approaching infected woman. Releasing the safety mechanism, you load a bullet into the clip, preparing yourself to make what may very well be a life or death shot at the zombie.
<<if _galleryBullets is 1>>\
<<talk "thought">>Got to make this count, this is my last bullet.<</talk>>\
As your nerves reach an all time high, you hold your breath to keep your aim steady, firing your last round at the undead woman.
The round finds purchase, hitting the infected woman in the skull, and causing her skin to break apart, and splinter, revealing the bone underneath.
<<talk "thought">>A damn good shot, but it wasn't enough to slow her down any.<</talk>>\
Thinking quickly, you turn the rifle around so that your hand wraps firmly around the butt of it, preparing yourself to bash the zombies head in with the rifle as a last ditch defense effort against the approaching infected.
<<talk "thought">>At this point she is way to close to shoot properly.<</talk>>\
\
<<run _galleryBullets -= 1>>\
<<else>>\
<<talk "thought">>Got to make this count, soon she will be too close for me to take a shot properly.<</talk>>\
As your nerves reach an all time high, you hold your breath to keep your aim steady, firing a round at the undead woman.
The round finds purchase, hitting the infected woman in the skull, and causing her skin to break apart, and splinter, revealing the bone underneath.
<<talk "thought">>A damn good shot, but it wasn't enough to slow her down any.<</talk>>\
Thinking quickly, you turn the rifle around so that your hand wraps firmly around the butt of it, preparing yourself to bash the zombies head in with the rifle as a last ditch defense effort against the approaching infected.
<<talk "thought">>At this point, she is close enough I wouldn't be able to shoot her properly even if I attempted.<</talk>>\
\
<<run _galleryBullets -= 1>>\
<</if>>\
<<else>>\
<<talk "thought">>Got to make this count, soon she will be too close for me to take a shot properly.<</talk>>\
As your nerves reach an all time high, you hold your breath to keep your aim steady, pulling the trigger to take a shot at the undead woman.
Your eyes widen with terror as the rifle fails to shoot, and instead makes a protesting click.
<<talk "thought">>How could I be so careless? I'm out of bullets.<</talk>>\
Thinking quickly, you turn the rifle around so that your hand wraps firmly around the handle of it, the butt of the gun facing towards the approaching zombie, preparing yourself to bash the zombies head in with it as a last ditch defense effort against the infected woman.
<</if>>\
<<elseif $galleryWeapon is "pistol">>\
Steadying your breath, you line the barrel of your gun up with the approaching infected woman. Releasing the safety mechanism, you aim down the barrel, preparing yourself to make what may very well be a life or death shot at the zombie.
<<if _galleryBullets is 1>>\
<<talk "thought">>Got to make this count, this is my last bullet.<</talk>>\
As your nerves reach an all time high, you take a deep breath to calm yourself, willing the undead woman closer.
<<talk "thought">>Come on... Just a bit further.<</talk>>\
Your eyes focus on the zombie intently, waiting for her to be in a close enough range to hit properly.
<<else>>
<<talk "thought">>Got to make this count, just need her to come a bit closer...<</talk>>\
As your nerves reach an all time high, you take a deep breath to calm yourself, the undead woman continuing to barrel forward.
<<talk "thought">>Come on... Just a bit further.<</talk>>\
Your eyes focus on the zombie intently, waiting for her to be in a close enough range to hit properly.
<</if>>\
<<else>>\
Zombie fast incoming, you clench your hands into fists ready to defend yourself if necessary.
<</if>>\
The zombie barrels dangerously closer with each passing moment as you wrench your foot back and forth, trying to break free.
Nervously you don't allow your eyes to leave the undead woman, watching her with an unwavering intensity. Your efforts seem to pay off as you feel yourself slowly start to dislodge the dirt from around your trapped foot, regaining some mobility.
Infected woman now within inches of you, <<if $galleryWeapon isnot "nothing">>you reaffirm your grip around your <<else>>you clench your fist tighter, <</if>><<if $galleryWeapon is "baseball_bat">>bat, <<elseif ($galleryWeapon is "badass_machete" or $galleryWeapon is "machete")>>machete, <<elseif $galleryWeapon is "axe">>axe, <<elseif $galleryWeapon is "sledgehammer">>sledgehammer, <<elseif $galleryWeapon is "rifle">>rifle, <<elseif $galleryWeapon is "pistol">>pistol, <</if>><<if $galleryWeapon isnot "pistol">>tensing and waiting for the right opportunity.<<else>>your hand grips the trigger, taking your long awaited opportunity.<</if>>
[[Next.|Katy 2b THEATER]]<<if $galleryWeapon isnot "pistol">>\
Watching the woman take one further step, you put all of your built up adrenaline and tension into your swing.
<<elseif $galleryWeapon is "pistol">>
<<if _galleryBullets gt 0>>\
Bullet flying true, it pierces the undead woman straight through her skull.
The woman's face splinters and falls apart from the impact, revealing the bone underneath.
If the shot hurt, she doesn't seem to show it, not slowing down any.
<<if _galleryBullets is 1>>\
<<talk "thought">>That was my last bullet. Time for plan b.<</talk>>\
Thinking quickly, you turn the pistol around so that your hand wraps firmly around the handle of it, up against the infected woman's skull as a last ditch defense effort against the female zombie.
<</if>>\
<<else>>\
Instead of releasing a bullet, your pistol protests with a soft click.
<<talk "thought">>How could I be so careless? The clip must be empty.<</talk>>\
Thinking quickly, you turn the pistol around so that your hand wraps firmly around the handle of it, up against the infected woman's skull as a last ditch defense effort against the female zombie.
<</if>>\
<</if>>\
<<if (($galleryWeapon is "pistol" and _galleryBullets is 1) or ($galleryWeapon is "pistol" and _galleryBullets is 0) or $galleryWeapon isnot "pistol")>>\
The force of your own momentum dislodges your foot, and you become unbalanced, your foot no longer stationary.
In your off balance state, the infected barrels full force into your chest, knocking you off your feet.
Ravenously, the woman claws at your face and you instinctually use <<if $galleryWeapon is "nothing">>your right arm in order to minimize the damage she is doing. Blood starts to flow from the spots where her inhumanly long nails puncture your skin, causing a burning sensation.<<else>>the handle of your <<if $galleryWeapon is "baseball_bat">>bat<<elseif $galleryWeapon is "machete" or $galleryWeapon is "badass_machete">>machete<<elseif $galleryWeapon is "axe">>axe<<elseif $galleryWeapon is "sledgehammer">>sledgehammer<</if>> in an attempt to ward off her animalistically searching digits.<</if>>
Seeing your life flash before your eyes, you muster an unnatural amount of strength, and flip the woman off of you, quickly rising to your feet.
<<talk "player">>Time to put you out of your misery.<</talk>>\
Thinking quickly, you lodge your foot into her skull, watching as her mangled body finally stops moving.
Taking a moment to regain your breath, you scrutinize your injuries.
<<if $galleryWeapon is "nothing">>\
<<talk "thought">>I'm going to need antibiotics, and a bandage for the bleeding.<</talk>>\
Not wanting to stop now, you hoist yourself over the side of the ferry, grimacing in pain as you agitate your injuries, struggling to pull yourself up and over the railing.
<<talk "thought">>Hopefully this will all be worth it. This ferry is in good enough shape, it is bound to have a battery, and maybe I'll even find something that will solve the other problems I'm having.<</talk>>\
<<else>>\
<<talk "thought">>Some small scuffs from the fall, but not bad considering.<</talk>>\
Not wanting to stop now, you hoist yourself over the side of the ferry, feet meeting the deck with a thump as you make your landing.
<<talk "thought">>Hopefully this will all be worth it. This ferry is in good enough shape, it is bound to have a working battery.<</talk>>\
<</if>><<run _galleryBullets -= 1>>\
<<else>>\
Aiming your pistol another time, you pull the trigger, your shot hitting true once again, knocking the undead woman onto her back from the impact, weakly squirming.
Thinking quickly, you lodge your foot into her skull, watching as her mangled body finally stops moving.
Taking a moment to regain your breath, you scrutinize your injuries.
<<talk "thought">>Some small scuffs from the fall, but not bad considering.<</talk>>\
Not wanting to stop now, you hoist yourself over the side of the ferry, feet meeting the deck with a thump as you make your landing.
<<talk "thought">>Hopefully this will all be worth it. This ferry is in good enough shape, it is bound to have a working battery.<</talk>>\
\
<<run _galleryBullets -= 1>>\
<</if>>\
In an effort to try and avoid more undead trouble, you make quick haste into the control room of the ferry.
The skeleton of the ship's former captain lays slumped over the steering wheel of the ship, his dried blood smeared all over the controls of the ferry.
At his feet, slumped in between his legs, lies the body of a much smaller skeleton, dressed in a scantily clad bikini.
<<talk "thought">>Well at least he died pleasantly.<</talk>>\
You smirk to yourself at the implication, moving the captain's body aside and prying the battery panel loose.
Letting out a breath you didn't know you were holding, you internally revel in victory as your eyes take in the perfectly intact, pristine battery underneath.
It doesn't take you long to disconnect it, stowing it inside of your backpack carefully.
<<talk "thought">>If I take this to the themepark, I am sure I'll be able to get the hotel ferry working.<</talk>>\
The trek back home seems to pass fast, your body seemingly cured of it's previous fatigue, and still high on adrenaline and your battery finding success.
[[Back To Scene Gallery.|Scene Replay]]
<<unset _galleryBullets>>\Taking the ferry battery you found, and stowing it inside of your pack, you groan at the weight of it as it strains against your shoulders.
<<talk "thought">>This thing weighs a ton.<</talk>>\
Steeling yourself, you exit your settlement and begin your trek towards the broken ferry at the hotel's lake.
By the time you make it to your destination, you feel your back and shoulders sag with an early sense of relief, anticipating being free of the burden of carrying such sheer amounts of weight upon them.
Your feet begin to feel like ten pound weights in themselves as you pull on every bit of persistence you have to keep lifting them to propel yourself forward.
<<talk "thought">>Just one foot, after the other. I'm almost there.<</talk>>\
Allowing yourself to space out, you mentally repeat the line to yourself like a mantra.
Before you know it, your stubborn persistence has paid off, and you breath a sigh of relief as you take your bag off of your shoulders, and lift the battery onto the ferry's dashboard.
Pulling the already loose under steering panel free, you mentally prepare your sore and aching body to lift the battery one last time, before hoisting it into the power compartment. Taking hold of the wires that surround it, you make quick work of hooking the new battery into the ferry's systems, praying that it is all it needs to become functional again.
Taking hold of the key that still sits within the ferry's control panel, you take a deep breath.
<<talk "thought">>Moment of truth.<</talk>>\
[[Continue.|Katy 3 Intro Continue 1 THEATER]]Turning the key, you release a breath you didn't know you were holding as the boat spurs to life, systems coming alive with a loud, collaborative whir.
A sudden, instinctual bout of nervousness begins to rise in your gut.
<<talk "thought">>Damn. Anyone could've heard this firing up from miles away. Anyone... Or ANYTHING.<</talk>>\
Hearing a growl coming from the park behind you, your nervousness and fear surrounding the situation become validated.
Not bothering to look back, you rev the ferry into its highest forward gear, hearing a splash as a zombie that was previously attempting to board simply flies back with upmost momentum into the lake.
Still hearing the sounds of claws against wood from behind you, you spin the boat in a high speed circle, feeling proud of yourself as you hear yet another splash, and then the sound of complete, reassuring silence.
<<talk "thought">>Not too shabby for a beginner.<</talk>>\
The adrenaline of the whole situation leaves you grinning in relief like an idiot.
<<talk "thought">>Should be smooth sailing from here.<</talk>>\
Continuing your journey forward, you inch the ferry towards the hotel's dock, shifting the boat to its lowest speed as you get close.
Bow of the boat approaching the inner edge of the dock, you gradually wean the marine vessel into a complete stop.
Ferry lined up with the dock, you pull the ship's docking break, and step out from the bridge taking hold of the ropes on the side of the vessel, and securing the boat further by tying them to the poles that line the dock.
<<talk "thought">>All ready for a disembark.<</talk>>\
Stepping up to the side of the boat that faces the dock, you extend the ferry's disembarkment boards, using them to create a bridge that covers the gap between the ferry and the dock.
Exiting the boat, you half expect your docking endeavor to have attracted some unwanted attention, but looking around, the area is unnervingly absent of anyone.
<<talk "thought">>I'm so used to things being danger filled, and hectic, it is almost more unsettling to not be faced with an immediate threat.<</talk>>\
Cautiously, your nerves alight with a wary, disbelieving edge, you make your way to the hotel entryway.
Testing the door knob, you find that it is unlocked, with upmost silence, and care you slowly turn the knob.
Giving the door an inward push, you listen warily as the door slowly creaks open, readying yourself for whatever is inside the hotel for you to face.
Door fully open, the view inside of the hotel is absolutely pristine.
<<talk "thought">>It's almost as if the hotel and all of its surroundings, aren't even aware that an apocalypse is ongoing.<</talk>>\
Remembering the silhouette of the woman you spotted on one of the upper floors, you make your way to the hotels main hall, a large and spacious room, complete with double curved stairways, with ornate railings.
Stepping up to the stairs, you allow yourself to touch the beautifully carved wood in awe, running your hand along it as you jog up flight after flight of stairs, not a infected in sight.
Reaching the uppermost floor, you allow your eyes to scan the hallway.
You almost start to think you will have to search every single room on the floor to find the woman in question, until you see a single door towards the middle of the hall that just so happens to be cracked open.
<<talk "thought">>This must be the place.<</talk>>\
You step up to the door, and through the crack, you can see a youthful looking girl, with purple hair that is styled into a braid sitting on one of the beds.
Sparing a quick knock, you push the already ajar door further open, and step into the hotel room.
[[Continue.|Katy 3 Intro Continue 2 THEATER]]Not at all surprised, the petite, purple braided girl stands up from the bed to greet you.
<<talk "katy" "Female Stranger">>Is that a //LIVING// person I see?<</talk>>\
<<talk "player">>As alive and awake as ever I think.<</talk>>\
You pat yourself down lightly shaking your head at the irony of it.
<<talk "thought">>It is as if I feel a sudden urge to prove it to myself as much as her.<</talk>>\
The girl steps up close to you seemingly purposefully ignoring your response as she plants a kiss right on your lips.
<<talk "katy" "Female Stranger">>Must be alive, if you weren't I wouldn't have just heard your heart skip a beat. Name's Katy. It's nice to meet you, though don't always expect some kind of special treatment. Now that I have determined you aren't a zombie I'm not sure I can socially downplay such a thing. Unless you let me...<</talk>>\
Her breath remains hot against your lips, as her eyes sparkle with barely contained mischief.
<<talk "player">>You didn't really seem surprised by me waltzing in, were you expecting me or something?<</talk>>\
The words come out teasingly, but at the same time you know that you are just as authentically curious as to what her response will be.
<<talk "katy">>The ferry is loud, and in an empty hotel, everyone coming up those stairs sounds like they have heavy feet. Also, I saw you messing around with the broken ferry, count me glad that SOMEONE was able to fix it.<</talk>>\
She shoots you a wink, looking at you expectantly.
You shrug.
<<talk "player">>It didn't need much, someone had just stolen the battery.<</talk>>\
<<talk "katy">>Handsome, alive, AND humble. Talk about a triple threat.<</talk>>\
Katy inches just the slightest bit closer, making the small amount of air between you hotter, and making it absolutely clear it was meant to be a flirt.
[[Introduce yourself.|Katy 3a THEATER]]
[[You probably shouldn't kiss every random bloke you see.|Katy 3b THEATER]]
[[Turn the tables, kiss her see how she reacts to such a thing.|Katy 3c THEATER]]
/* [[Smack her for kissing you unexpectedly.|Katy 3d THEATER]] */\
/* [[I'm not really interested in fun and games. She has a good amount of supplies and I want everything.|Katy 3e THEATER]] */\
[[This is more than I bargained for, leave.|Katy 3f THEATER]]<<talk "player">>My name is <<= $player.firstName>> <<= $player.lastName>>, I saw the light from your window some nights ago, and I wanted to see who has been living here.<</talk>>\
The girl smiles, a genuine one this time, rather than one that is nothing more than flirty.
<<talk "katy">>I'm glad someone thought to check up on me, even if you don't know who I am, or that it was me here, or anything.<</talk>>\
Katy blushes, looking self-conscious suddenly.
Silence permeates the air, and you consider how to break it.
[[Ask her more about herself.|Katy 3g THEATER]]
[[How have you survived so long, not being able to leave?|Katy 3l THEATER]]
[[Why are there no zombies?|Katy 3m THEATER]]
[[Why are you here?|Katy 3o THEATER]]<<if $katyQuestions is 1>>\
Katy cocks her head in your direction curiously, a subtle, yet inviting smile on her face.
<<talk "thought">>It is as if she is so happy and excited to have someone to talk to, she anticipates what I'm going to ask next.<</talk>>\
<<elseif $katyQuestions is 2>>\
Katy closes her eyes momentarily and smiles as she catches you looking in her direction.
As she makes direct eye contact with you, it all seems to much for her as she blushes and twiddles her thumbs, eagerly awaiting any further questions.
<<elseif $katyQuestions is 3>>\
Katy waits for you to ask another question, looking no less eager to answer another one, despite the two before it.
<<elseif $katyQuestions is 4>>\
Katy looks at you expectantly, you can tell she wouldn't mind even if your arsenal of questions were endless.
<<talk "thought">>Even so, I don't think I have anything else I'd like to ask actually.<</talk>>\
You aren't sure if she can sense it, or if she is simply a mind reader, but she shoots you a knowing wink, waiting for you to verbally voice that there will be no further questioning.
<</if>>\
<<if $player.hasFlag("katyHerself")>><span class = "inactive"><<link "Ask her more about herself.">><</link>></span><<else>>[[Ask her more about herself.|Katy 3g THEATER]]<</if>>
<<if $player.hasFlag("katyLeave")>><span class = "inactive"><<link "How have you survived so long, not being able to leave?.">><</link>></span><<else>>[[How have you survived so long, not being able to leave?|Katy 3l THEATER]]<</if>>
<<if $player.hasFlag("katyZombies")>><span class = "inactive"><<link "Why are there no zombies?">><</link>></span><<else>>[[Why are there no zombies?|Katy 3m THEATER]]<</if>>
<<if $player.hasFlag("katyHere")>><span class = "inactive"><<link "Why are you here?">><</link>></span><<else>>[[Why are you here?|Katy 3o THEATER]]<</if>>
<<if (not $player.hasFlag("katyHerself") and not $player.hasFlag("katyLeave") and not $player.hasFlag("katyZombies"))>><span class = "inactive"><<link "That's all for now.">><</link>></span><<else>>[[That's all for now.|Katy 3n THEATER]]<</if>><<talk "player">>You probably shouldn't kiss every random bloke you see.<</talk>>\
<<if $player.hasFlag("hypocrite")>>\
<<talk "katy">>Says the man who kissed me back. A random stranger no less.<</talk>>\
<<talk "player">>Never said I follow what I preach.<</talk>>\
<<run $player.deleteFlag("hypocrite")>><</if>>\
<<talk "katy">>In a world that has gone to hell, where real people become harder and harder to find, you got to treat everyone like close family.<</talk>>\
She winks.
<<talk "player">>I have some questions if that is how you greet close family.<</talk>>\
Katy flushes as you raise your eyebrow in a way that is playful, but at the same time questioning. Despite the heavy redness in her cheeks, her head falls as she stares at the ground as if she was remembering something from her past that heavily disturbs her.
<<talk "katy">>Can't say I have a lot of close family...<</talk>>\
The words are spoken so softly, you almost don't hear them. You wait for further elaboration from her, but it never comes.
It someone has flipped a switch as she returns to her flirty jovial self, as if the moment had never happened.
<<talk "katy">>So, do I ever get to learn the name of the handsome survivor that stands before me?<</talk>>\
<<talk "thought">>Perhaps she'd elaborate further if she were closer to me.<</talk>>\
[[Introduce yourself.|Katy 3a THEATER]]Leaning forward you close the short distance between you, cupping her chin in your hand and returning her impulsive kiss.
Now it is time that you see Katy's eyes widen, as she moans softly and instinctually pushes you against the door frame eagerly taking your invitation to further explore your lips.
After a moment, she pulls back and a red flush hits her face, her expression almost looking sheepish.
<<talk "katy">>You know I'm not sure what I expected when you walked through the door, but something tells me I didn't think you'd flirt back with me.<</talk>>\
You feel an involuntary smirk grace your lips.
<<talk "player">>Considering you kissed me first, what //did// you expect?<</talk>>\
Katy laughs, her breath still hot against your cheek due to your mutual closeness.
<<talk "katy">>I'm not sure exactly, I'm going to call that one of life's unsolvable mysteries.<</talk>>\
Catching your full attention by trailing her fingers down your cheek, she winks.
Shaking your head in amusement, you can't help but think that she is all too proud about presenting her lack of answer as some kind of pseudo wisdom thing.
<<link "You know, you probably shouldn't kiss every random bloke you see.">><<run $player.addFlag("hypocrite")>><<goto "Katy 3b THEATER">><</link>>
[[She seemed to enjoy the kiss well enough, escalate things.|Katy 3h THEATER]]WIP. Commented out.
Smack her for kissing you unexpectedly.
[[I'm not really interested in fun and games. She has a good amount of supplies and I want everything.|Katy 3e THEATER]]WIP. Commented out.
I'm not really interested in fun and games. She has a good amount of supplies and I want everything. Rape Option?
Katy Bites her lip her eyes shining with defiance.
"Can't rape the willing."Taking a step back, you create a noticeable distance between you, and the purple haired girl.
Katy shoots you a concerned look, as if she were worried she has pushed the boundary to far and upset you.
<<talk "player">>I'm sorry, I should be going.<</talk>>\
You can tell she expected the words before you managed to speak them.
<<talk "katy">>Will I see you again?<</talk>>\
Seeing no reason to beat around the bush, you put it as bluntly as possible.
<<talk "player">>This was a mistake, no.<</talk>>\
Her eyes become filled with sadness, but she says nothing and makes no attempt to stop you as you leave.
Having gone through the motions before, you make quick time of descending down the hotel stairs, and making your way back to the ferry.
Once again turning the key, the boat quickly revs to life, and you make your way back towards the main park's shore.
Glancing at the dock, you see that it is overrun with infected.
<<talk "thought">>A result of all the noise I made earlier. Would probably be safer to probably just attempt to beach the ferry instead.<</talk>>\
You cement your decision by turning the steering wheel towards the land off to the side instead. The ferry chugs towards it obediently, hitting the shore and becoming stuck on it with a sharp lurching motion and big thud.
<<talk "thought">>Hard on the boat, but currently the safest option for me. Not sure I'd be able to get it back in the water even if I wanted to, but its not like I plan to come back anyway.<</talk>>\
Disembarking from the ferry, you decide to roam around the theme park.
<<talk "thought">>Maybe if I search the area, I won't have completely wasted my time today.<</talk>>\
[[Back To Scene Gallery.|Scene Replay]]<<talk "player">>Well, tell me more about yourself. Who ARE you exactly?<</talk>>\
Katy's face flushes, as if she didn't expect you to care about her really.
<<talk "katy">>Oh, just a nobody. Never stood out in a crowd, never got noticed by anybody. Well, until I dyed my hair purple anyway. Not many can resist staring at things out of the ordinary. It never changed the social aspect of it though, you can be as bubbly and personable as you want, garner loads of attention, but it doesn't change a thing if no one is willing to talk to you initially.<</talk>>\
<<talk "player">>Are you sure it is you, or is it your prospect pool?<</talk>>\
You offer comically. The girl lifts an eyebrow and her brows furrow, as if she doesn't quite catch your meaning.
<<talk "player">>You are sitting in a hotel by yourself, and the dead aren't exactly good company.<</talk>>\
For a moment, she stops looking so serious about it, and laughs.
<<talk "katy">>I don't know, I find that all of them stare and pay attention to me when they are hungry. Which is always.<</talk>>\
She shoots you a wink, but it comes across as more comical than flirty as she can't help but let out another giggle at the lightheartedness of the banter.
<<link "Continue.">><<run $katyQuestions += 1>><<run $player.addFlag("katyHerself")>><<goto "Katy 3 Question Transitions THEATER">><</link>>Placing your hand under Katy's shirt, and onto her left side, you hear the purple-haired girl gasp at the sudden skin-to-skin contact.
Taking her lack of rebuttal as consent, your other hand reaches for the buckle of her jeans, unbuckling it and pulling the belt around her waist, and from its loops, tossing it aside haphazardly.
<<talk "katy">>Out of all the people who could've fixed the ferry. A pervert of all things...<</talk>>\
The line is spoken softly, like it is both witty snark, and a breathless whisper as you move your hand low enough to catch the top of her jeans, giving them a firm tug, causing them to fall from her hips, and pool around her feet.
<<talk "player">>Something tells me you might enjoy such a thing.<</talk>>\
Taking in her now half-nude lower form, you find yourself appreciating the delicate lace of her black, flower patterned panties.
<<talk "thought">>They are a bit torn, probably from fighting zombies, and looting around town in them, but they are still very sexy.<</talk>>\
Moving the hand on her side lower your fingers lightly grip the delicate fabric of her panties, while you move your other hand to caress the inside of her thigh, a wet spot forming on the small sliver of lacy fabric that rests directly against her pussy.
<<talk "katy">>I'm sorry they are a bit beat. Nice panties aren't exactly easy to come by lately.<</talk>>\
Even in all her ever growing arousal you can see her embarrassment and self-consciousness slip through, as if she was able to read your thoughts about her panties previously. Her lip lightly quivers and she bites it in attempt to stop it, though you aren't sure if it is the self-consciousness or her increasingly needy pussy causing such a thing.
<<talk "thought">>Probably a bit of both.<</talk>>\
You move your free hand to the other side of her panties, and link your fingers around the frail edges where the undergarment hugs her hips.
<<link "Delicately remove her panties.">><<run $player.addFlag("pantiesDelicate")>><<goto "Katy 3i THEATER">><</link>>
<<link "Rip her panties off.">><<run $player.addFlag("pantiesRough")>><<goto "Katy 3i THEATER">><</link>><<if $player.hasFlag("pantiesDelicate")>>\
Smirking, you tug gently at her panties, pulling the fabric down to expose the barest sliver of her clit and pussy lips. Katy gasps, and you can't help but revel at how such a small thing can have such a big effect.
Spurred on by her reactions you give her love bud a playful touch, causing Katy to let out a needy shiver, before pulling her panties down further, amused by the strand of pussy juice that seems intent to hold onto it.
Kissing her neck, you tug the lacy undergarment further, gravity causing it to fall quickly to her feet, and just as with her pants it becomes quickly, and haphazardly discarded.
<<else>>\
Smirking, you give her panties a preliminary tug, the delicate fabric easily gives, and considering the fact that the frail lace is already torn, you almost rip it just from lightly pulling on it.
Tugging harder, the undergarment tears at its seams, and you see Katy's eyes widen in shock from the ordeal.
Your brute strength making quick work of the delicate strands, you toss the now fully shredded undergarment haphazardly to the floor, smacking Katy's now bare ass for good measure.
Pulling your hand back from her petite butt, you can notice a tinge of redness on your hand.
<<talk "thought">>Considering what that smack did to me, I'm sure she now has a delightfully reddened ass.<</talk>>\
You feel an all time high at roughly displaying a bit of dominance, and your pride only becomes inflated further when you spot a strand of wetness between Katy's thigh and pussy lips that wasn't there before your rough treatment of her.
<<talk "thought">>Perhaps she likes being dominated. Her body sure seems to react in a way that suggests that.<</talk>>\
<</if>>\
Katy, now breathing noticeably heavy, lets out a breathless little giggle, trying to use her body to spur you further.
Taking her cue you allow your fingers to probe around her pussy lips, the tip of your finger slipping into her sacred place just to find what you'd expect.
<<talk "player">>You are absolutely soaked. Color me flattered.<</talk>>\
The purple haired girl blushes, despite her need timidly offering a reply.
<<talk "katy">>I can't help it, it seems like I'm always generally-<</talk>>\
You interrupt her weak attempt at a reply by brushing her highly engorged clit.
Not wasting any time, you begin to stroke it, and your free hand grasps her breast, teasingly squeezing it in time to your strokes on her clit.
Her pussy, painfully wet, now squelches with each intruding inquiry of your finger inside it.
Katy bucks against your finger each time, her instinct taking over in an uncontrollable and furtive effort to coax it deeper inside.
Grasping your shirt Katy takes a few timid steps towards the bed, letting out a low moan as your finger curves slightly at her movement and you begin to piston it inside her as she steps backwards, struggling to support her own body weight on shaky legs.
Taking another couple steps back, she bites her lip as her ass presses into the edge of the bed, and she allows herself to fall backwards, your finger falling free of her pussy with a pop, as she shimmies off the rest of her clothes in the process. Sexily sprawled across the bed, she removes the ponytail from her braid, shaking her hair loose so that it forms a messy halo around her head.
Raising an inquiring eyebrow you step forward and join her, placing a hand on her exposed, and enticing offering of thigh.
<span class="img">[img[images/scenes/Katy_Hotel_Sex.png]]</span>
Katy, catching wind of your curious gaze, self-consciously offers;
<<talk "katy">>Who doesn't love a bit of bed head?<</talk>>\
Her blush deepens further, something you didn't think possible as you wrack your mind for where you'd like to take this.
<<link "Fuck her.">><<set $useCondom to false>><<goto "Katy 3j THEATER">><</link>>
<<link "Fuck her, but request a condom.">><<set $useCondom to true>><<goto "Katy 3j THEATER">><</link>>
/* [[Finger her.]] */\
/* [[Go down on her.]] */\Taking the clear invitation you step in between her legs, <<if $useCondom is false>>she gasps as your warm cock head touches her slit and a dollop of pre-cum spews out, mixing with her already prominent pussy juices.
Her hole feels impossibly tight around you as you push the tip of your cock in.
Involuntarily from the pleasure Katy closes her eyes and her breath catches, her pussy clenching even tighter around your cock as if in appreciation of the pleasure of you slowly entering her.
<<else>>she gasps at the anticipation of your bare cock touching her slit, but the thing she highly anticipates never comes as you place the palm of your hand upon the flat of her stomach instead.
<<talk "player">>You got a condom? I'm not planning on becoming a daddy in the middle of the apocalypse.<</talk>>\
Katy's eyes widen in shock, but she silently moves to comply, continuing to try and look sexy, but in a way comically failing, as she reaches blindly behind her, grabbing onto the handle of the nightstand.
Opening it, she pulls out a sleeve of rubbers, handing them to you.
Tearing one of the wrappers open with your teeth, you smirk at the fact that she has them available so readily.
<<talk "player">>Get a lot of sexual company?<</talk>>\
The girl stammers, trying to formulate a response in her embarrassment.
<<talk "katy">>Well-I-Uh-The...<</talk>>\
Her blush spreads to the tips of her ears as she quickly finds the nerve to blurt out.
<<talk "katy">>It's a complimentary thing...<</talk>>\
You slide the condom down your length and rub your needy pillar of flesh across her slit to further fluster the girl and throw her off of her game.
<<talk "player">>You mean to tell me that all hotel rooms have condoms in the nightstand?<</talk>>\
Katy shivers, and you can tell your teasing ruse is working as her eyes come back blank and lustful despite her efforts to formulate something coherent amid the teasing.
In the end, she gives up on words, biting her lip and simply enthusiastically nodding with impossibly red cheeks instead.
Not wanting to break the flirty, but easily flustered girl, you push the tip of your rubber covered cock inside, reveling in the fact that you can noticeably see her eyes roll to the back of her head.
<</if>>\
Knowing she is more than ready you use one powerful thrust to shove balls deep inside of her. Katy's body convulses in orgasm, her pent up petite form not able to hold back in the feeling of absolute fullness.
Her cervix kisses and milks your cock fervently, and her body trembles from the exertion of coming down from a powerful orgasm.
Your hands grip Katy's thighs insistently, letting her know without the use of words, that until you reach your own bliss, you aren't done with her yet.
Pulling out, you take a moment to drive her nuts by teasing her oversensitive post-orgasmic pussy with your tip. Katy writhes beneath you, begging you to fuck her with all you got with just a glance.
Determined to reach your own orgasm within her tight confines, you oblige her, hilting yourself balls deep once again.
Katy's pussy squelches and she squirms beneath you as you start to find a rhythm, using her hole with little regards to her own pleasure, knowing she is more than wet enough.
If the moaning, sex-crazed girl beneath you has any complaints, she is too wrapped up in a constant, mutual bliss with you to voice them.
Slowly, but surely you feel the pleasurable orgasmic tension begin to build within your body.
Katy's pussy grips you like a vice, and her squirming on the bed beneath you causes her tight cunt to milk you delightfully.
Your moans and grunts begin to mingle with her own as her juices flow freely, and coat your thighs, creating nothing but sexual stickiness in the places where your bodies connect.
In the heat of the moment, you lean down, and kiss her.
The petite girls eyes widen, and you feel her body tense up, her pussy beginning to spasm around your dick.
She kisses you back, sloppily, and needy as her hips buck instinctually towards you in time to your thrusts as you continue to piston her.
Between the tightness of her pussy, the feeling of her hole milking your cock, and the way her cervix gives your cock a sloppy kiss every time you hilt it inside of her, you find yourself struggling to hold back much longer.
Your cock twitches, and your balls ache, your body begging to give in to your sexual tensions. Katy coos, pleasantly delighted at the twitching sensation.
Suddenly, and you can tell from Katy's smirk that it is on purpose, you feel her pussy begin to more insistently milk you, as if it were begging for you to release your cum deep within her depths<<if $useCondom is true>>, despite the condom.<<else>>.<</if>>
Not able to hold back any longer, you grip her thighs tightly, making sure she is as flush as possible to your pelvis, your cock sharing a mutual kiss with her cervix.
/* [[Change To Position]] */\
<<link "Cum inside.">><<run $player.addFlag("cumInside")>><<goto "Katy 3k THEATER">><</link>><<if $useCondom is false>>
<<link "Pull out.">><<run $player.addFlag("cumOutside")>><<goto "Katy 3k THEATER">><</link>><</if>>
<<run $player.deleteFlag("pantiesDelicate")>><<run $player.deleteFlag("pantiesRough")>>\<<if $player.hasFlag("cumInside")>>\
With a groan, you unload your precious cargo <<if $useCondom is true>>within the condom<<else>>deep inside her bare pussy<</if>>, continuing to lazily fuck her hole<<if $useCondom is false>>, urging your load deeper<</if>> as your manhood softens.
Too soft to remain inside, your<<if $useCondom is true>> rubber covered<</if>> cock falls out of her cunt with a pop.
Katy smiles, content as she lifts the thin sheets from the bed, letting out a yawn and snuggling under it.
<<else>>\
With a groan, you pull out of her needy snatch, shooting strands of cum across her bare stomach.
Katy giggles, using a finger to scoop some up, then sticking it into her mouth, making a show of gently sucking it with a wink.
<<talk "katy">>You know, I'd snuggle under the sheets, but I just washed them.<</talk>>\
The words come out mumbled as she tries to suppress a yawn to speak them.
Despite being able to snuggle into the bed like she'd like, you can tell she is anything but upset.
Cum covered, she stretches her petite frame to take up more space on the bed, clenching her fists together gently as she yawns widely.
<</if>>\
<<talk "thought">>Kinda reminds me of a milk drunk kitten.<</talk>>\
You can't help but let out the chuckle at the mental image<<if $useCondom is true>>, as you pull the used condom off your cock, tying the ends and disposing of it<</if>>.
Getting yourself dressed, you begin to wonder if Katy fell asleep as her breathing slows, and her facial muscles relax against the pillow.
You tip toe towards the door, trying not to disturb her, only for her to open her eyes as you try to open the door wide enough to fit through it, and the hinges creak.
<<talk "katy">>Till next time handsome stranger.<</talk>>\
<<talk "player">>Call me, <<= $player.firstName>>.<</talk>>\
She closes her eyes again, smiling.
<<talk "katy">>Alright then, till next time, <<= $player.firstName>>. Do me a favor close the door when you leave? I came so hard I'm kinda exhausted and everything.<</talk>>\
Katy opens her eyes again, smiling sheepishly this time.
Shooting you a wink, she snuggles cutely into the bed again, her hair a mess, but her peaceful serenity making her a beauty to behold.
<<talk "thought">>You know, she is kinda right. The bed head is very endearing.<</talk>>\
You shake your head as you revel in the endearment, remembering how the day's events started.
Your eyes roaming the room one last time, you spot her discarded panties, stalling at the door as you think to yourself, unable to stop your mind from focusing on them.
<<talk "thought">>I wonder, would she notice if they were gone? Should I ask to keep them? Take them home as a memento of the occasion?<</talk>>\
[[Just take them.|Katy 3ka THEATER]]
[[Ask if you can have them.|Katy 3kb THEATER]]
[[Just shut the door and leave.|Katy 3kc THEATER]]Doing your best to learn from your mistakes, you open the door wider again, making sure it doesn't creak.
As silently as possible, you make your way back into the room, and grab Katy's panties off the floor at the foot of the bed, pocketing them.
<<if $player.hasFlag("rippedKatysPanties")>><<talk "thought">>I'm sure she won't mourn ripped panties.<</talk>><<else>><<talk "thought">>I'm sure she wont miss them. Certainly she has more than just one pair of panties.<</talk>><</if>>\
Katy stirs, but her eyes remain closed. You let out a breath you didn't know you were holding as she seemingly settles back down to sleep, a smirk now gracing her face serenely.
<<talk "thought">>Has she noticed I've taken them? Certainly not, right? Her eyes are closed.<</talk>>\
You shake off the intruding thought, closing the door softly behind you, and stepping back out into the hallway.
Having gone through the motions before, you make quick time of descending down the hotel stairs, and making your way back to the ferry.
Once again turning the key, the boat quickly revs to life, and you make your way back towards the main park's shore.
Glancing at the dock, you see that it is overrun with infected.
<<talk "thought">>A result of all the noise I made earlier. Would probably be safer to probably just attempt to beach the ferry instead.<</talk>>\
You cement your decision by turning the steering wheel towards the land off to the side instead. The ferry chugs towards it obediently, hitting the shore and becoming stuck on it with a sharp lurching motion and big thud.
<<talk "thought">>Hard on the boat, but currently the safest option for me. Not sure I'll be able to get it back in the water next time I need it, but I'll figure it out.<</talk>>\
Disembarking from the ferry, you weary legs go through the motions of muscle memory, making quick work of getting you home.
By the time you arrive back to your settlement, the sun has gone down, and the sky is pitch dark. You unload your belongings, stowing away your backpack, and staring at your bedroll longingly.
[[Back To Scene Gallery.|Scene Replay]]<<talk "player">>Hey. Uh.<</talk>>\
Katy opens her eyes, half out of it.
<<talk "katy">>Hm?<</talk>>\
<<if $player.hasFlag("rippedKatysPanties")>>
<<talk "player">>Since I ruined your panties can I take them home with me?<</talk>>\
Katy lets out a chuckle, her eyes still closed, but seeming more alert now.
<<talk "katy">>Alright, just don't do anything naughty with them, a girl has to protect her dignity.<</talk>>\
She jokingly mumbles.
You laugh at the irony of it, knowing she lost her dignity the second you fucked her.
She shoots you a look as if she was all too aware of the irony, and already expects and anticipates you will defy her only request.
<<talk "player">>You did say they were falling apart anyway. And what dignity?<</talk>>\
You retort.
The tired girl loses herself to a fit of giggles.
<<talk "katy">>It didn't mean "Rip them off of me." That said, what a delightful first for me. And I'm not sure, it //used// to exist.<</talk>>\
<<else>>\
<<talk "player">>Can I keep your panties?<</talk>>\
<<talk "katy">>A bit of a weird flex, but sure, I'm not judging.<</talk>>\
She winks.
<<talk "katy">>Just don't do anything naughty with them, a girl has to protect her dignity.<</talk>>\
You laugh at the irony of it, knowing she lost her dignity the second you fucked her.
<<talk "player">>What dignity?<</talk>>\
She shoots you a look as if she was all too aware of the irony all along, and already expects and anticipates you will defy her only request.
<<talk "katy">>I'm not sure, it //used// to exist.<</talk>>\
<</if>>\
She loses herself to another giggle fit.
The conversation between the two of you dies out as she settles back into bed, and you pocket her panties, closing the door, and stepping out into the hallway.
Having gone through the motions before, you make quick time of descending down the hotel stairs, and making your way back to the ferry.
Once again turning the key, the boat quickly revs to life, and you make your way back towards the main park's shore.
Glancing at the dock, you see that it is overrun with infected.
<<talk "thought">>A result of all the noise I made earlier. Would probably be safer to probably just attempt to beach the ferry instead.<</talk>>\
You cement your decision by turning the steering wheel towards the land off to the side instead. The ferry chugs towards it obediently, hitting the shore and becoming stuck on it with a sharp lurching motion and big thud.
<<talk "thought">>Hard on the boat, but currently the safest option for me. Not sure I'll be able to get it back in the water next time I need it, but I'll figure it out.<</talk>>\
Disembarking from the ferry, you weary legs go through the motions of muscle memory, making quick work of getting you home.
By the time you arrive back to your settlement, the sun has gone down, and the sky is pitch dark. You unload your belongings, stowing away your backpack, and staring at your bedroll longingly.
[[Back To Scene Gallery.|Scene Replay]]Shaking your head, you discard the thought.
<<talk "thought">>All of those choices would probably be crossing some boundary.<</talk>>\
Softly closing the door, you step into the hallway.
Having gone through the motions before, you make quick time of descending down the hotel stairs, and making your way back to the ferry.
Once again turning the key, the boat quickly revs to life, and you make your way back towards the main park's shore.
Glancing at the dock, you see that it is overrun with infected.
<<talk "thought">>A result of all the noise I made earlier. Would probably be safer to probably just attempt to beach the ferry instead.<</talk>>\
You cement your decision by turning the steering wheel towards the land off to the side instead. The ferry chugs towards it obediently, hitting the shore and becoming stuck on it with a sharp lurching motion and big thud.
<<talk "thought">>Hard on the boat, but currently the safest option for me. Not sure I'll be able to get it back in the water next time I need it, but I'll figure it out.<</talk>>\
Disembarking from the ferry, you weary legs go through the motions of muscle memory, making quick work of getting you home.
By the time you arrive back to your settlement, the sun has gone down, and the sky is pitch dark. You unload your belongings, stowing away your backpack, and staring at your bedroll longingly.
[[Back To Scene Gallery.|Scene Replay]]<<talk "player">>How have you survived so long, not being able to leave?<</talk>>\
You ask, curiously.
<<talk "katy">>I'm a decently good swimmer, there is nothing dangerous in the water. Keeps me in shape.<</talk>>\
Katy winks.
<<talk "katy">>Maybe next time you visit, I can show you all them swimming muscles at play.<</talk>>\
She pauses a moment, smirking to herself before continuing.
<<talk "katy">>Plus, this place has a ton of supplies to keep me going, the hotel had just been restocked in preparation for a grand reopening. I haven't really had to leave for much of anything.<</talk>>\
<<link "Continue.">><<run $katyQuestions += 1>><<run $player.addFlag("katyLeave")>><<goto "Katy 3 Question Transitions THEATER">><</link>><<talk "player">>It is unusually quiet and peaceful here. Where are all the zombies?<</talk>>\
Katy smiles, almost as if she expected you'd be curious about such a thing.
<<talk "katy">>The hotel has been closed for awhile, preparation for a grand reopening. I've been here overseeing shipments while my family is away. Let's just say that while I was waiting for the last shipment of supplies and help for the day, things hit the fan. I'll consider myself lucky.<</talk>>\
<<link "Continue.">><<run $katyQuestions += 1>><<run $player.addFlag("katyZombies")>><<goto "Katy 3 Question Transitions THEATER">><</link>><<talk "player">>That's all my questions for now. Thank you for humoring me.<</talk>>\
You inch towards the door, ready to take your leave.
<<talk "katy">>Anytime, will I see you again?<</talk>>\
<<talk "player">>If the world is kind to me.<</talk>>\
<<talk "katy">>The world is never kind, but I'll take your optimism as a promising thing.<</talk>>\
She lets out a small chuckle as you hand lands upon the door, opening it just wide enough to let yourself out before giving her a wave, closing it behind you as you step back out into the hallway.
Having gone through the motions before, you make quick time of descending down the hotel stairs, and making your way back to the ferry.
Once again turning the key, the boat quickly revs to life, and you make your way back towards the main park's shore.
Glancing at the dock, you see that it is overrun with infected.
<<talk "thought">>A result of all the noise I made earlier. Would probably be safer to probably just attempt to beach the ferry instead.<</talk>>\
You cement your decision by turning the steering wheel towards the land off to the side instead. The ferry chugs towards it obediently, hitting the shore and becoming stuck on it with a sharp lurching motion and big thud.
<<talk "thought">>Hard on the boat, but currently the safest option for me. Not sure I'll be able to get it back in the water next time I need it, but I'll figure it out.<</talk>>\
Disembarking from the ferry, you weary legs go through the motions of muscle memory, making quick work of getting you home.
By the time you arrive back to your settlement, the sun has gone down, and the sky is pitch dark. You unload your belongings, stowing away your backpack, and staring at your bedroll longingly.
<<link [[Back To Scene Gallery.|Scene Replay]]>><<run $player.deleteFlag("katyHerself")>><<run $player.deleteFlag("katyLeave")>><<run $player.deleteFlag("katyZombies")>><<run $player.deleteFlag("katyHere")>><<unset $katyQuestions>><</link>><<talk "player">>Why are you here? By yourself?<</talk>>\
<<talk "katy">>Just overseeing the reopening of the hotel. My family entrusted the task to me while they are away.<</talk>>\
<<link "Continue.">><<run $katyQuestions += 1>><<run $player.addFlag("katyHere")>><<goto "Katy 3 Question Transitions THEATER">><</link>>[[Return To Game|$location]]
!Gallery Customization
@@.slimlink;''Current Settlement:'' <<if $gallerySettlement is "farmSettlement">>Farmland<<elseif $gallerySettlement is "suburbiaSettlement">>Suburbia<<elseif $gallerySettlement is "themeParkSettlement">>Themepark<<elseif $gallerySettlement is "None">>No Settlement Selected<</if>>
<<if $gallerySettlement isnot "farmSettlement">><<link "Farmland Settlement">><<set $gallerySettlement to "farmSettlement">><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "Farmland Settlement">><</link>></span><</if>> | <<if $gallerySettlement isnot "suburbiaSettlement">><<link "Suburban Settlement">><<set $gallerySettlement to "suburbiaSettlement">><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "Suburban Settlement">><</link>></span><</if>> | <<if $gallerySettlement isnot "themeParkSettlement">><<link "Themepark Settlement">><<set $gallerySettlement to "themeParkSettlement">><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "Themepark Settlement">><</link>></span><</if>>
''Combat Stat:'' <<= $galleryCombat>>
<<if $galleryCombat lt 3>><<link "MAX">><<set $galleryCombat = 3>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "MAX">><<set $galleryCombat = 3>><<refreshcheatmenu>><</link>></span><</if>> | <<if $galleryCombat <= 2>><<link "+1">><<set $galleryCombat += 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "+1">><<set $galleryCombat += 1>><<refreshcheatmenu>><</link>></span><</if>> / <<if $galleryCombat > 0>><<link "-1">><<set $galleryCombat -= 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "-1">><<set $galleryCombat -= 1>><<refreshcheatmenu>><</link>></span><</if>> | <<if $galleryCombat gt 0>><<link "MIN">><<set $galleryCombat = 0>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "MIN">><<set $galleryCombat = 0>><<refreshcheatmenu>><</link>></span><</if>>
''Equipped Weapon:'' <<if $galleryWeapon isnot "None">><<= setup.Items.get($galleryWeapon).name.toUpperFirst()>><<else>>Unarmed<</if>>
<<if $galleryWeapon isnot "nothing">><<link "None">><<set $galleryWeapon to "nothing">><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "None">><</link>></span><</if>> | <<if $galleryWeapon isnot "axe">><<link "Axe">><<set $galleryWeapon to "axe">><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "Axe">><</link>></span><</if>> | <<if $galleryWeapon isnot "badass_machete">><<link "Badass Machete">><<set $galleryWeapon to "badass_machete">><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "Badass Machete">><</link>></span><</if>> | <<if $galleryWeapon isnot "baseball_bat">><<link "Baseball Bat">><<set $galleryWeapon to "baseball_bat">><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "Baseball Bat">><</link>></span><</if>> | <<if $galleryWeapon isnot "machete">><<link "Machete">><<set $galleryWeapon to "machete">><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "Machete">><</link>></span><</if>> | <<if $galleryWeapon isnot "pistol">><<link "Pistol">><<set $galleryWeapon to "pistol">><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "Pistol">><</link>></span><</if>> | <<if $galleryWeapon isnot "rifle">><<link "Rifle">><<set $galleryWeapon to "rifle">><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "Rifle">><</link>></span><</if>> | <<if $galleryWeapon isnot "sledgehammer">><<link "Sledgehammer">><<set $galleryWeapon to "sledgehammer">><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "Sledgehammer">><</link>></span><</if>>
''Bullets (Used For Ranged Weapons Only):'' <<if $galleryBulletSetting is 0>>No Bullets<<elseif $galleryBulletSetting is 1>>One Bullet<<else>>Unlimited Bullets<</if>>
<<if $galleryBulletSetting isnot 0>><<link "No Bullets">><<set $galleryBulletSetting = 0>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "No Bullets">><</link>></span><</if>> | <<if $galleryBulletSetting isnot 1>><<link "1 Bullet">><<set $galleryBulletSetting = 1>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "1 Bullet">><</link>></span><</if>> | <<if $galleryBulletSetting isnot 99>><<link "Unlimited Bullets">><<set $galleryBulletSetting = 99>><<refreshcheatmenu>><</link>><<else>><span class = "inactive"><<link "Unlimited Bullets">><</link>></span><</if>>@@
''Note:''
If one of the gallery customizers is needed in a scene, and it hasn't been set, the value will automatically be set to match your current values.
!Akane Scenes
!!Generic
<<if ($akaneGallery gte 1 or $player.hasFlag("galleryUnlocked"))>>[[Akane 1|Akane 1 THEATER]]<<else>><span class = "inactive">[[Akane 1|Akane 1 THEATER]]</span>
<</if>><<if ($akaneGallery gte 2 or $player.hasFlag("galleryUnlocked"))>>[[Akane 2|Akane 2 THEATER]]<<else>><span class = "inactive">[[Akane 2|Akane 2 THEATER]]</span>
<</if>><<if ($akaneGallery gte 3 or $player.hasFlag("galleryUnlocked"))>>[[Akane 3|Akane 3 THEATER]]<<else>><span class = "inactive">[[Akane 3|Akane 3 THEATER]]</span><</if>>\
!!Romance Variants
<<if $player.gender is setup.Character.Gender.Male>><<if (($akaneGallery gte 4 and $akane.hasFlag("Romance")) or $player.hasFlag("galleryUnlocked"))>>[[Akane 4 Romance|Akane 4 ROMANCE THEATER]]<<else>><span class = "inactive">[[Akane 4 Romance|Akane 4 ROMANCE THEATER]]</span>
<</if>><<if (($akaneGallery gte 5 and $akane.hasFlag("Romance")) or $player.hasFlag("galleryUnlocked"))>>[[Akane 5 Romance|Akane 5 ROMANCE THEATER]]<<else>><span class = "inactive">[[Akane 5 Romance|Akane 5 ROMANCE THEATER]]</span>
<</if>><<if (($akaneGallery gte 6 and $akane.hasFlag("Romance")) or $player.hasFlag("galleryUnlocked"))>>[[Akane 6 Romance|Akane 6 ROMANCE THEATER]]<<else>><span class = "inactive">[[Akane 6 Romance|Akane 6 ROMANCE THEATER]]</span>
<</if>><<else>>The Akane romance path isn't available for a female player character.<</if>>\
!!Friend Variants
<<if (($akaneGallery gte 4 and $akane.hasFlag("Friendzone")) or $player.hasFlag("galleryUnlocked"))>>[[Akane 4 Friend|Akane 4 FRIEND THEATER]]<<else>><span class = "inactive">[[Akane 4 Friend|Akane 4 FRIEND THEATER]]</span>
<</if>><<if (($akaneGallery gte 5 and $akane.hasFlag("Friendzone")) or $player.hasFlag("galleryUnlocked"))>>[[Akane 5 Friend|Akane 5 FRIEND THEATER]]<<else>><span class = "inactive">[[Akane 5 Friend|Akane 5 FRIEND THEATER]]</span>
<</if>><<if (($akaneGallery gte 6 and $akane.hasFlag("Friendzone")) or $player.hasFlag("galleryUnlocked"))>>[[Akane 6 Friend|Akane 6 FRIEND THEATER]]<<else>><span class = "inactive">[[Akane 6 Friend|Akane 6 FRIEND THEATER]]</span>
<</if>>\
!Katy Scenes
!!Generic
<<if ($katyGallery gte 1 or $player.hasFlag("galleryUnlocked"))>>[[Katy 1|Katy 1 THEATER]]<<else>><span class = "inactive">[[Katy 1|Katy 1 THEATER]]</span><</if>>\
<<if ($katyGallery gte 2 or $player.hasFlag("galleryUnlocked"))>>[[Katy 2|Katy 2 THEATER]]<<else>><span class = "inactive">[[Katy 2|Katy 2 THEATER]]</span><</if>>\
<<if ($katyGallery gte 3 or $player.hasFlag("galleryUnlocked"))>>[[Katy 3|Katy 3 THEATER]]<<else>><span class = "inactive">[[Katy 3|Katy 3 THEATER]]</span><</if>>\
!Equipment Scenes
!!Generic
<<if ($player.hasFlag("baseballBat1") or $player.hasFlag("galleryUnlocked"))>>[[Baseball Bat 1|Baseball Bat 1 THEATER]]<<else>><span class = "inactive">[[Baseball Bat 1|Baseball Bat 1 THEATER]]</span>
<</if>><<if ($player.hasFlag("leatherJacket1") or $player.hasFlag("galleryUnlocked"))>>[[Leather Jacket 1|Leather Jacket 1 THEATER]]<<else>><span class = "inactive">[[Leather Jacket 1|Leather Jacket 1 THEATER]]</span>
<</if>><<if ($player.hasFlag("longarm1") or $player.hasFlag("galleryUnlocked"))>>[[Longarm 1|Longarm 1 THEATER]]<<else>><span class = "inactive">[[Longarm 1|Longarm 1 THEATER]]</span>
<</if>><<if ($player.hasFlag("machete1") or $player.hasFlag("galleryUnlocked"))>>[[Machete 1|Machete 1 THEATER]]<<else>><span class = "inactive">[[Machete 1|Machete 1 THEATER]]</span>
<</if>><<if ($player.hasFlag("sidearm1") or $player.hasFlag("galleryUnlocked"))>>[[Sidearm 1|Sidearm 1 THEATER]]<<else>><span class = "inactive">[[Sidearm 1|Sidearm 1 THEATER]]</span>
<</if>><<if ($player.hasFlag("sledgehammer1") or $player.hasFlag("galleryUnlocked"))>>[[Sledgehammer 1|Sledgehammer 1 THEATER]]<<else>><span class = "inactive">[[Sledgehammer 1|Sledgehammer 1 THEATER]]</span>
<</if>>\
!!Suburbia
<<if ($player.hasFlag("axe2") or $player.hasFlag("galleryUnlocked"))>>[[Axe 2|Axe 2 THEATER]]<<else>><span class = "inactive">[[Axe 2|Axe 2 THEATER]]</span>
<</if>><<if ($player.hasFlag("bodyArmor1") or $player.hasFlag("galleryUnlocked"))>>[[Body Armor 1|Body Armor 1 THEATER]]<<else>><span class = "inactive">[[Body Armor 1|Body Armor 1 THEATER]]</span>
<</if>><<if ($player.hasFlag("machete2") or $player.hasFlag("galleryUnlocked"))>>[[Machete 2|Machete 2 THEATER]]<<else>><span class = "inactive">[[Machete 2|Machete 2 THEATER]]</span><</if>>\
!!Farmland
<<if ($player.hasFlag("axe1") or $player.hasFlag("galleryUnlocked"))>>[[Axe 1|Axe 1 THEATER]]<<else>><span class = "inactive">[[Axe 1|Axe 1 THEATER]]</span><</if>>\
!Gameovers
!! Injury Deaths
<<if ($player.hasFlag("dead1") or $player.hasFlag("galleryUnlocked"))>>[[Dead 1|Dead 1 THEATER]]<<else>><span class = "inactive">[[Dead 1|Dead 1 THEATER]]</span>
<</if>><<if ($player.hasFlag("deadHome1") or $player.hasFlag("galleryUnlocked"))>>[[Dead Home 1|Dying Home 1 THEATER]]<<else>><span class = "inactive">[[Dead Home 1|Dying Home 1 THEATER]]</span><</if>>\
!! Infection Deaths
<<if ($player.hasFlag("undead1") or $player.hasFlag("galleryUnlocked"))>>[[Undead 1|Undead 1 THEATER]]<<else>><span class = "inactive">[[Undead 1|Undead 1 THEATER]]</span>
<</if>><<if ($player.hasFlag("undeadHome1") or $player.hasFlag("galleryUnlocked"))>>[[Undead Home 1|Infection Dying Home 1 THEATER]]<<else>><span class = "inactive">[[Undead Home 1|Infection Dying Home 1 THEATER]]</span><</if>>\
[[Return To Game.|$location]]